[RELz] Pure Immersion v1.52

Post » Sat Feb 19, 2011 5:18 am

Yeah, this. Sorry I didn't make it more clear. I have a game, which I am well into, level 15 or so. I decided to try PI, so I installed it (via OBMM), and loaded up my save game. I got the above bolded messages, and my attributes were not changed.


I had the same issue with adding PI 1.51 to an existing character savegame. If you go to the console, you can add in the Pure Immersion spell to your inventory, so that you can get to the config menu:
1) Using OBMM, hover over the piCore.esm (not the esp!) file. Write down the 2-digit FormID number in the info popup.
2) Go into Oblivion and load your savegame.
3) Hit tilde (~) to get to the console
4) Type: player.addspell xx013ced
(where xx is replaced be the 2-digit FormID)
5) You should get a message saying the spell *Pure Immersion* has been added.
6) Hit tilde again to exit the console mode.
7) You can now cast the spell *Pure Immersion* (a Lesser power) to bring up the PI config menu.

User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Sat Feb 19, 2011 10:46 am

The above did not fix it. Although it allowed me to cast the spell and navigate the menus, no attribute changes were occurring.

After some investigation in the CS, I determined the actual problem with loading PI to an existing game after one has left the tutorial dungeon: two of the PI quest have their scripts reversed with each other. To fix:
1) Make sure piCore.esm and PureImmersion.esp are unchecked in OBMM.
2) Make a savegame (with no PI).
3) Go into the CS.
4) Go to File->Data. Check PureImmersion.esp and make sure it the Active File.
5) Go to Character->Quests
6) In the left-hand menu, highlight a01qCGAfter. In the right-hand pane, next to Script:, use the dropdown to select a01sCGAfter
7) In the left-hand menu, highlight a01qCGDetect. In the right-hand pane, next to Script:, use the dropdown to select a01sCGDetect
8) Click OK to close quests window
9) Go to File->Save to save your changes to disk.
10) In OBMM, check piCore.esm and PureImmersion.esp to enable them.
11) Load your savegame and you should now get the proper PI menu sequence, including character generation, etc.
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cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Sat Feb 19, 2011 6:10 am

Thanks for the sharp eyes and mind. :)

You are not like your namesake.

I have been catching up with my work (after the past hectic time) and had not been able to look into the problem.

I will correct that as soon as possible.

Thanks.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Sat Feb 19, 2011 5:34 am

So far this mod look great and work perfectly with RBP.
I play with
- Stealth character
- Advanced character developpment
- Veteran difficulty (0.3)

...
02 piCore.esm [Version 1.50]
...
...
1E Living Economy.esp
1F Living Economy - Items.esp
20 GoldAdjustment.esp [Version 1.12]
...
4E spMerchant.esp
...
...
52 ProgressGSD.esp [Version 1.1]
53 ProgressMBSP.esp [Version 1.0]
54 ProgressSBSP.esp [Version 1.0]
55 PureImmersion.esp [Version 1.50]
56 piHealthVanilla.esp

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  piCore.esm  [Version 1.50]03  EnhancedWeather.esm  [Version 1.3.6]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [Version 1.71]07  Ulrim's Horses.esm08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b1]0A  FCOM_Convergence.esm  [Version 0.9.9a7]0B  Progress.esm  [Version 2.0]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.05]12  Fra.esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Quests-SI only.esp17  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  Fran Armor Add-on.esp1A  EnhancedWeather.esp  [Version 1.3.5]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]1B  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.74]1C  Lock Bash Omega.esp  [Version 1.4]1D  MM_TextLocks.esp1E  Living Economy.esp1F  Living Economy - Items.esp20  GoldAdjustment.esp  [Version 1.12]21  Landmarks, w Wells.esp  [Version 1.10]22  Improved Hotkeys.esp  [Version 1.1]23  DLCMehrunesRazor.esp24  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp25  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]++  MaleBodyReplacerV4.esp26  Slof's Horses Base.esp27  Cobl Glue.esp  [Version 1.69]28  Cobl Si.esp  [Version 1.63]29  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]2A  Bob's Armory Oblivion.esp2B  FCOM_BobsArmory.esp  [Version 0.9.9]2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.9]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2F  OOO-Water_Weeds.esp  [Version 1.33]30  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]31  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]32  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b1]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b1]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b1]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b1]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b1]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b1]33  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]34  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]35  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]36  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]37  Mart's Monster Mod - Shivering Isles.esp++  FineWeapons for OOO.esp++  Fransfemale.esp**  RustyItems for OOO.esp++  MMM-Cobl.esp  [Version 1.69]++  OOOLivingEconomyWornRebalance.esp++  EVE_StockEquipmentReplacer4FCOM.esp  [Version 1.01]38  Ivellon.esp  [Version 1.8]39  GlenvarCastle.esp3A  NakedNord.esp3B  thievery.esp3C  VHBloodlines 1.2.esp  [Version 1.4]3D  DLCfrostcrag.esp3E  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]3F  FrostcragRebornCobl.esp++  Ulrim's Horses.esp40  Knights.esp41  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]42  The Lost Spires.esp43  RTT.esp++  Enhanced Weather - Ruined Tail's Tale Patch.esp  [Version Final]44  Ungarion1TheWelkyndSword.esp  [Version 1.4]45  Blood&Mud.esp46  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9b4]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]47  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]48  BlackScreenSneakFix.esp49  Cliff_BetterLetters.esp  [Version 1.1]4A  EVE_ShiveringIslesEasterEggs.esp4B  P1DkeyChain.esp  [Version 5.00]4C  Salmo the Baker, Cobl.esp  [Version 3.08]4D  Elvenguard.esp  [Version 2.1]4E  spMerchant.esp4F  Toggleable Quantity Prompt.esp  [Version 3.1.1]50  MidasSpells.esp51  Midas OscuroGems.esp52  ProgressGSD.esp  [Version 1.1]53  ProgressMBSP.esp  [Version 1.0]54  ProgressSBSP.esp  [Version 1.0]55  PureImmersion.esp  [Version 1.50]56  piHealthVanilla.esp57  Dark Dungeons -  SI.esp++  Item interchange - Placement for FCOM.esp  [Version 0.74]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.74]58  bgBalancingEVCore.esp  [Version 10.5EV-D]59  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  EVE_KhajiitFix.esp5A  bgMagicEV.esp  [Version 1.69EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]5B  bgMagicBonus.esp  [Version 1.62EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]5C  bgMagicEVPaperChase.esp  [Version 1.68EV]5D  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]**  bgMagicEVShader.esp  [Version 1.68EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]5E  bgMagicLightningbolt.esp++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]5F  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]60  bgIntegrationEV.esp  [Version 0.9]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.895]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]61  Cobl Silent Equip Misc.esp  [Version 01]62  Bashed Patch, 0.esp


with GoldAdjustment.esp and spMerchant.esp my mercantile skill seems advance very slowly. I have to see if I can adjust settings later.
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:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Fri Feb 18, 2011 10:02 pm

with GoldAdjustment.esp and spMerchant.esp my mercantile skill seems advance very slowly. I have to see if I can adjust settings later.

Just wanted to mention that GoldAdjustment doesn't affect the mercantile skill progression at all. It merely reads the current mercantile skill and uses that for calculating prices, so if your mercantile skill progresses slower than normal, you have to look elsewhere for the reason :)
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NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sat Feb 19, 2011 2:18 pm

I know TheNiceOne, but GoldAdjustment limit the number of enchanted items you (especially with my setting 30% chances) so I'm now selling very poor items (worn armors, clothes, ... etc).
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Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Sat Feb 19, 2011 10:05 am

Yes with spMerchant the quality of your merchantise affect your skill progression, so better loot raise your Mercantile skill much faster, so combined with GoldAdjustment, it can slow down your skill progression. Sorry. :)
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Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Fri Feb 18, 2011 11:28 pm

Hi pals, and sorry that I disappered.

Thats my life, several months of heavy duty work and a brief period of breathing release and then again...

Now I'm here and hope to remain available for a month or two. :)

Sphagne
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Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Sat Feb 19, 2011 4:50 am

Good to see you active once again.
I do hope real life problems were solved satisfactorily.

Now, get on with it...... :biglaugh:
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Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Sat Feb 19, 2011 6:54 am

That I will, now I must look again at http://www.gamesas.com/bgsforums/index.php?showtopic=983006 and DDZ, as PI is about as complete as it should for now.
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sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Sat Feb 19, 2011 11:25 am

I think I'll try this my next playthrough, since it looks good. But I have a question.

What is this 'real life' you speak of? Is it a new addon for FCOM?
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Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Fri Feb 18, 2011 11:06 pm

I think I'll try this my next playthrough, since it looks good. But I have a question.

What is this 'real life' you speak of? Is it a new addon for FCOM?


:D
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Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Feb 19, 2011 9:01 am

hey sphagne!
i've had a look-see into your mod.
incorrect stats have been reported with the use of my mod: Battle fatigue and injuries (BFandI) and yours.

note that BFandI does not apply ModAV and ModAV2s to stats.
it applies its effects with the use of enchantmented tokens.

so, looking into your mod,
i see lines like this:
Set base to Player.GetBaseAV Endurance

and checking the wiki, i see this: http://cs.elderscrolls.com/constwiki/index.php/GetBaseActorValue
This function does not accurately report the unmodified base value of stats that are changed by constant ability fortify effects. To get the true base value, you'll have to check for any constant ability fortify effects and subtract them from the result of GetBaseAV.

so, it seems to me that Pure Immersion needs to subtract any fortify effects from (and add any drain effects to - not sure about this one) GetBaseAV before doing its other calculations.
if not, the the results from its calculations would produce an incorrect stat when the fortify (and drain) effects are removed/dispelled.

what do you think?
p.s.: i, too, have made an incorrect assumption with GetBaseAV.
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Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat Feb 19, 2011 5:14 am

Thanks for the info and suggestions, but yet again I'm hooked up in another full-time job and can not look into that, but hopefully will attend to that later. :)
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Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Sat Feb 19, 2011 10:08 am

Just noticed with bg's RBP that PI (start settings) does not allow attributes lower than 30. My RBP Altmer has Agility 25 and so I had to take 5 points from Personality. I guess/hope this would not cause much trouble?
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Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Sat Feb 19, 2011 4:28 am

Just noticed with bg's RBP that PI (start settings) does not allow attributes lower than 30. My RBP Altmer has Agility 25 and so I had to take 5 points from Personality. I guess/hope this would not cause much trouble?


No, you can do anything with your starting attributes and it would adjust itself, I don't remember why did I put the minimum of 30 there, and currently I do not have access to a computer with installed oblivion, so I can not look into that, but I know that it should not cause any problem.

So go ahead and play that clumsy high elf. :wink_smile:
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Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Sat Feb 19, 2011 10:36 am

Aye, and again: Thanks for this great mod, Sphagne!
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Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Sat Feb 19, 2011 9:18 am

Aye, and again: Thanks for this great mod, Sphagne!


You are welcome. :icecream:

I know, that I should have done better with this mod, but it seems that the more I try to work on these projects, the less time I have.

Oh, well. :glare:
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

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