[RELz]/[WIPz] Vim & Vigor Advanced

Post » Thu Dec 08, 2011 9:21 pm

Just an innocent little bump to keep the thread from falling into the forum bit bucket.

I'm in the process of moving waaaay out in the boonies. Everything is set (well is drilled, septic tank installed, power lines ran... etc) except packing all my worldly possessions into boxes and actually moving my trailer. I'll probably make the move within the next 2 or 3 weeks, or as soon as I get all the permits lined up. I'm going lose my DSL, and will have only dial up, but the woods I'll be living in will be more than worth the sacrifice.

Vim & Vigor Advanced is not forgotten. On the back burner, yes... but not forgotten.

As soon as I'm settled, I would like to get back to work on the overhaul. I'll keep the thread updated...
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Thu Dec 08, 2011 4:26 pm

Vim & Vigor Advanced is not forgotten. On the back burner, yes... but not forgotten.

As soon as I'm settled, I would like to get back to work on the overhaul. I'll keep the thread updated...

Oh, thank heaven. When I saw you over on... that other forum :) , I got good and scared that V&V A (aka "Eat, Drink and Be Merry") was done for, all its dreams unfulfilled.

Glad to hear it's just resting, not dead :) . Hope your move goes OK and that your new place is every bit as wonderful as you expect -- and more! :)
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Thu Dec 08, 2011 1:32 pm

Just searching the forums and this popped up.
I have been using V&V for ages, I love it and I wont play with out it, great work Ssenkrad.
I and delighted to see that you are still thinking about it, even if it is on the back burner.
Hope to see an update soon.

Just an idea for future releases, a great little innovation, though it may not be necessary for this mod all things considered.
http://www.tesnexus.com/downloads/file.php?id=22272
http://www.tesnexus.com/downloads/file.php?id=27649
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Fri Dec 09, 2011 2:39 am

Oh, thank heaven. When I saw you over on... that other forum :) , I got good and scared that V&V A (aka "Eat, Drink and Be Merry") was done for, all its dreams unfulfilled.

Glad to hear it's just resting, not dead :) . Hope your move goes OK and that your new place is every bit as wonderful as you expect -- and more! :)

Things are moving forward, slowly but surely. I gave my landlord a 30 day notice last week, meaning I have to be out of here by Nov 30, come Hell or high water.

Here are a couple pics of the woods I'll be living in...
http://picasaweb.google.com/lh/photo/jx9S0wBLt5nvSmM1LFOBeA?authkey=Gv1sRgCNvE-OPX5_rG1AE&feat=directlink
http://picasaweb.google.com/lh/photo/ZJpK7EmPmauZEmyeW3SHJQ?authkey=Gv1sRgCNvE-OPX5_rG1AE&feat=directlink
http://picasaweb.google.com/lh/photo/ggr2d_lxaEALoYp2mdH0BQ?authkey=Gv1sRgCNvE-OPX5_rG1AE&feat=directlink
http://picasaweb.google.com/lh/photo/cwaXUqZTnl7neeiWJSmjQg?authkey=Gv1sRgCNvE-OPX5_rG1AE&feat=directlink

Just searching the forums and this popped up.
I have been using V&V for ages, I love it and I wont play with out it, great work Ssenkrad.
I and delighted to see that you are still thinking about it, even if it is on the back burner.
Hope to see an update soon.

Just an idea for future releases, a great little innovation, though it may not be necessary for this mod all things considered.
http://www.tesnexus.com/downloads/file.php?id=22272
http://www.tesnexus.com/downloads/file.php?id=27649

Thanks for those links!!!

I'll look this mod over for sure, and see how easy / hard it would be to integrate into V&VA.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Thu Dec 08, 2011 7:41 pm

Hey, Ssenkrad, it's another of my famous "Notes for The Future" (oh, goody ;) )!

Here's the thing-- I've just reinstalled OB, and I've had to switch V&VA out of my load order for another realism mod :cold: . Why? Because V&VA does not handle variable timescales, and that's the new hot thing with at least two mods that I plan to use on this playthrough.

One is http://www.gamesas.com/bgsforums/index.php?showtopic=995682 which, horrifyingly, includes this specific note:
Any mod that sets the timescale will have its setting dynamically overridden if you use TM's Variable Timescale function. Any mod that relies on the timescale being at a certain static value will be adversely affected by Variable Timescale; the only mod that I know of for certain that gets messed up with timescale changes is Vim and Vigor in all of its incarnations (VV, VV Overhauled, VV Advanced). There may be others - if you know of one please let me know so that I can warn other users.


The other is Better Cities 4.4.0, which now has the feature of ship travel from port city to port city. It, also horrifyingly, includes the following discussion in the fourm thread:
http://www.tesnexus.com/downloads/file.php?id=16513

The most exciting feature in this new release is certainly the ability to travel from port to port now thanks to Better Cities. For this, you will need to go into the Port Authority of each Harbour and ask for your ticket. The travel itself is done from interior to interior so our Vampire "friends" wont get caught into the sun. (Those who use drink/food/sleep mods will probably die on trips going or coming from Anvil so better not use those).

Real Sleep Extended will recognize that a time jump has happened, and not make the player more tired. RSE will only make players more tired if the time jump is initiated from the Map Menu (i.e. Fast Travel), so with your port-port travel, the player will arrive with the same tiredness status as she started. :)

I also believe kuertee's Eat and Sleep mod has similar detection and therefore work fine with this, but I believe most other realism mods may have the problem you state.


:(

So the note for the future is-- please make sure, in your spiffy recoding, to include detection of variable timescales. I would like this hiatus to be only a temporary vacation, not goodbye forever (but it will have to be if V&VA, on its return, remains locked in the now-antiquated world of static timescales).
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Thu Dec 08, 2011 11:49 pm

Status Update:
I'm moved, finally, and have my utilities connected. While unpacking last week, I found the box containing my folders of notes concerning my mods. (Unpacking is a LOT harder than packing... it's taking twice as long to get everything put back in it's place as it did to box it up.) All my V&VA folders are now sitting on my couch, I'll have a lot of organizing and sorting to do, but everything appears to be accounted for. I have just reinstalled Oblivion on my computer (one of my Velociraptors in my RAID array failed. It was a slow death, so I managed to back up all my critical files before it quit reading entirely). I'm stuck with dial-up at the moment, but I'm downloading the latest versions of all my vital mods. Once I get Oblivion up and running to specs, I'm ready to get back to work on V&VA.

It's going to be a slow process, getting restarted. I'm going to have to take a look at COBL, and learn everything that has been updated while I've been away. And the same for OBSE. I have quite a bit of catching up to do.

I'll keep everyone posted. I'm currently unemployed, so I have an abundance of free time.

Hey, Ssenkrad, it's another of my famous "Notes for The Future" (oh, goody ;) )!

Here's the thing-- I've just reinstalled OB, and I've had to switch V&VA out of my load order for another realism mod :cold: . Why? Because V&VA does not handle variable timescales, and that's the new hot thing with at least two mods that I plan to use on this playthrough.

One is http://www.gamesas.com/bgsforums/index.php?showtopic=995682 which, horrifyingly, includes this specific note:


The other is Better Cities 4.4.0, which now has the feature of ship travel from port city to port city. It, also horrifyingly, includes the following discussion in the fourm thread:

Real Sleep Extended will recognize that a time jump has happened, and not make the player more tired. RSE will only make players more tired if the time jump is initiated from the Map Menu (i.e. Fast Travel), so with your port-port travel, the player will arrive with the same tiredness status as she started. :)

I also believe kuertee's Eat and Sleep mod has similar detection and therefore work fine with this, but I believe most other realism mods may have the problem you state.


:(

So the note for the future is-- please make sure, in your spiffy recoding, to include detection of variable timescales. I would like this hiatus to be only a temporary vacation, not goodbye forever (but it will have to be if V&VA, on its return, remains locked in the now-antiquated world of static timescales).

It's always good to hear from you, wmj. I consider you my eyes in the back of my head.

Right now, I'm going to have to get my mind set re-established. I'm going to be spending a lot of time catching up lost ground.

Timescale is pretty well the main cog that turns all the other gears in V&VA. I've never considered changing that, so I'm going to have to step back at look at how hard it would be to pull the mechanism out and replace it with another method of operation.

Let me get my wheels turning first, then I'll take a look at some workaround to fix the compatibility issues.
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Thu Dec 08, 2011 7:01 pm

Bump.
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Fri Dec 09, 2011 12:19 am

Hi.

Is this mod compatible with "See you sleep". I know the description says that isnt compatible with another "sleep mods", but Im not sure about "See you sleep", as it seems to be more a animation type mod. Can someone confirm?

Thank you.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Thu Dec 08, 2011 4:14 pm

Hi.

Is this mod compatible with "See you sleep". I know the description says that isnt compatible with another "sleep mods", but Im not sure about "See you sleep", as it seems to be more a animation type mod. Can someone confirm?

Thank you.

V&VA and See You Sleep are compatible with each other.

Sorry about the slow response. I usually load this thread once a week, or at least every other week, but the one time there is a question for me, I didn't do it!
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Thu Dec 08, 2011 5:49 pm

Thank you for the answer,

It seem I take more time than that for see the forums, but this is because I was playing. I was having problems with see you sleep, but this is because I installed Vim and Vigor later, and See you Sleep detect VV and install a patch itself, so it should be installed in second place.

Your mod is awesome. It changes oblivion gameplay and is very intuitive so it doesnt became difficult. For say en exemple, it is really fun first time your character is out of laws and you realize suddenly that he / she needs to find water and something to eat, sneak and hide just for survival.

There is only two things I dont like -No criticism here, just the humble opinon of a fan-. It is really easy to cheat just with a Restoration spell. You buy Restore Fatigue and that allows you to go far in the night without be tired. The other thing is that you cant have more than 3 water drinks in your inventory, you cant go for more than one day far away from en water source. Some botles for salg in citys could be great for at you can planificate a long rally, with a "new world mod", for exemple.

As I say, just my humble opinion, just in case you are working in updates. In every case, thank you for this mod, I love it :wub:

Edit: Sorry for my english, Im learning norwegian and now is worse than ever.
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Thu Dec 08, 2011 10:53 pm

Does this mod also affect NPCs in the same way that it affects the PC?
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Previous

Return to IV - Oblivion