[Rel] Put it in its Place : Enhanced Grabbing

Post » Sat May 28, 2011 5:54 am

Please...I was asking date, where is the pressure or coercion on that? ;)

And no, I don't know that art doesn't like to be pressured or coerced.

Anyway, let's get back on topic, how many new features are you planning this time?
I keep a sharp eye out for innuendo :shifty:

Here's the mostly-complete changelog - Go ogle:
  • Changes/Additions :
    • New Features :
      • Slapper - Slap people around and challenge them to duels
      • Kleptomaniac - Grab every (reasonably accessible) object in the world
      • Mortician - Corpse disposal at the press of a button
      • LiiiP - Lock items in their place.

    • Refactored debugging code base
    • Modified most scripts to use user functions and proper loops
    • Got rid of a redundant token
    • Moved globals to a dedicated quest script container
    • Cleaned up the INI file
    • Noise Attenuation added to Noise Maker. Noise radius formula overhauled.
    • Faction owned items are now picked up by members of the parent faction.
    • Faction leaders can dismiss the player
    • Support for telekinetically picked-up objects
    • Responsibility checks add to PiiiP'ing. Only responsible NPCs pick up flinged objects.
    • Removed the in-game options token
    • Increased disposition modifier for Elevation Perks by taking into account the current disposition
    • Item value is taken into consideration by while PiiiP'ing.
    • Irresponsible magicka majors use magic for PiiiP'ing
    • Added a grabbing animation that plays when grabbing an object

  • Bugfixes :
    • Fixed an instance when the item tracker failed to detect a reset on grabbing an object in motion
    • Looking up doesn't trigger the auto flinger anymore
    • Sleeping NPCs are correctly excluded from appropriate checks
    • Corrected a flag that disallowed a particular response
    • Item owners need not detect the PC at item collision as long as they see the player fling the item.
    • OBSE version in OMOD script fixed
I only have to incorporate Howard's grope animation - That should be the last change to the dev. build.
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Richus Dude
 
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Post » Sat May 28, 2011 8:21 am

What are we looking at for compatibility with other mods here? I'll bet this conflicts with FCOM pretty bad.
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NAtIVe GOddess
 
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Post » Sat May 28, 2011 5:35 am

What are we looking at for compatibility with other mods here? I'll bet this conflicts with FCOM pretty bad.


Why should it? It doesn't edit any leveled lists or NPCs, so it's pretty much safe. Plus they don't overlap in functionality at all.
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Gracie Dugdale
 
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Post » Sat May 28, 2011 6:40 pm

What are we looking at for compatibility with other mods here? I'll bet this conflicts with FCOM pretty bad.
Well, you bet wrong. A quick look at the OP should tell you that this mod doesn't conflict with the majority of released mods. But I echo Frodo, why would you think it would ?
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Roberto Gaeta
 
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Post » Sat May 28, 2011 5:48 am

What are we looking at for compatibility with other mods here? I'll bet this conflicts with FCOM pretty bad.

Pppffff....

1. That's a brash statement.
2. You've lost your bet, either pay shadeMe a sum of money or beg for forgiveness.
3. You seems to base your assumption more on ungrounded facts than the opposite, and lastly...
4. You're mistaken.

What say you?
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Kortniie Dumont
 
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Post » Sat May 28, 2011 7:21 pm

I say I'm glad to be mistaken because it looks like a cool mod. I had problems with Deadly Reflex mod which as I understand it is because of scripts, which this mod also uses. So I tend not to use mods that require additional scripts because they often cause crashes for me.
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Jonathan Montero
 
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Post » Sat May 28, 2011 6:52 pm

I say I'm glad to be mistaken because it looks like a cool mod. I had problems with Deadly Reflex mod which as I understand it is because of scripts, which this mod also uses. So I tend not to use mods that require additional scripts because they often cause crashes for me.
I hope you realize that a large number of mods add scripts of their own :) Besides, if a scripted mod causes issues it doesn't mean every other one will too. And more often than not, mods that cause incompatibilities are those that modify the vanilla game's records, like a landmass or settlement mod.
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Quick Draw
 
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Post » Sat May 28, 2011 8:52 pm

I know that you are a very busy man with a lot on your plate shadeMe, but I was wondering if there is any news about v0.5 ? :wavey:
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мistrєss
 
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Post » Sat May 28, 2011 8:39 am

Gonna just throw this out there for anyone to answer.

In my latest install and play-through, I've added PiiiP. As I recall, I used to be able to drag corpses around a bit with the grab key, or at least to grab a limb and flip them over to get to stuff they fell on. I can't seem to do that with PiiiP.

Is there a modifier key to turn off the toggleable grab and reinstate vanilla behaviour temporarily?

Or does someone know what else could be causing the issue?
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Soku Nyorah
 
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Post » Sat May 28, 2011 4:31 pm

I do not think the grabbing tool does not affect what you are able to move. It only really changes the flexibility. The weight of the item is what matters there. You may have had a mod installed that made the skeleton less rigid before, or maybe you have a mod that uses a more rigid skeleton now. Check the mods you have overriding the skeleton. You can install Realistic Force or something.
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Amy Melissa
 
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Post » Sat May 28, 2011 11:24 am

I know that you are a very busy man with a lot on your plate shadeMe, but I was wondering if there is any news about v0.5 ? :wavey:
You caught that, eh ? Can't say I'm surprised. 0.5 has reached its final build - As before, I'm still waiting for OBSE 18 to go final before I make the official release. You can however grab the latest build off the TESAlliance BTA guild if you are so inclined. I wouldn't mind more feedback in any case.

Gonna just throw this out there for anyone to answer.

In my latest install and play-through, I've added PiiiP. As I recall, I used to be able to drag corpses around a bit with the grab key, or at least to grab a limb and flip them over to get to stuff they fell on. I can't seem to do that with PiiiP.

Is there a modifier key to turn off the toggleable grab and reinstate vanilla behaviour temporarily?

Or does someone know what else could be causing the issue?
You should be able to turn it off through one of the INI settings. Your issue is strange though - Could be what young Tom from No.1 says. See if you can rule the skeleton out.
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marina
 
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Post » Sat May 28, 2011 7:54 pm

You caught that, eh ? Can't say I'm surprised. 0.5 has reached its final build - As before, I'm still waiting for OBSE 18 to go final before I make the official release.

I think time's up.
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BlackaneseB
 
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Post » Sat May 28, 2011 6:39 am

I think time's up.
I'm beginning to see how it is.
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Hannah Whitlock
 
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Post » Sat May 28, 2011 7:06 pm

Wow, impressive mod. Good work! :thumbsup:
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Hussnein Amin
 
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Post » Sat May 28, 2011 9:14 pm

You should be able to turn it off through one of the INI settings. Your issue is strange though - Could be what young Tom from No.1 says. See if you can rule the skeleton out.
I just went and confirmed this. I turned off the PiiiPEnabled switch in the INI file and went into the game. I had no problems moving a Scamp's body around, dragging and even lifting it.

Then I flipped the switch back on to enable PiiiP again, went back to the same save. Completely unable to move the body, or even shift a limb. Picked up a bow from the ground next to it to confirm function and the toggle was working fine on the bow.

I'm uploading videos to Youtube right now to show the difference. I did think of one more thing to test, I'll get back to you with that later.

edit: videos: With PiiiP active: http://www.youtube.com/watch?v=AxHIvny9v4o
Without PiiiP active: http://www.youtube.com/watch?v=9Ig2qIwIVz4

edit2: Just tested that "one more thing" and confirmed a suspicion. Grabbing works normally using the Z key on the keyboard, but I have the Grab key mapped to my mouse5 key as well, and that one doesn't work.
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Lakyn Ellery
 
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Post » Sat May 28, 2011 2:13 pm

I just went and confirmed this. I turned off the PiiiPEnabled switch in the INI file and went into the game. I had no problems moving a Scamp's body around, dragging and even lifting it.

Then I flipped the switch back on to enable PiiiP again, went back to the same save. Completely unable to move the body, or even shift a limb. Picked up a bow from the ground next to it to confirm function and the toggle was working fine on the bow.

I'm uploading videos to Youtube right now to show the difference. I did think of one more thing to test, I'll get back to you with that later.

edit: videos: With PiiiP active: http://www.youtube.com/watch?v=AxHIvny9v4o
Without PiiiP active: http://www.youtube.com/watch?v=9Ig2qIwIVz4

edit2: Just tested that "one more thing" and confirmed a suspicion. Grabbing works normally using the Z key on the keyboar, but I have the Grab key mapped to my mouse5 key as well, and that one doesn't work.

I always use the Z key...huh, that is interesting...
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.X chantelle .x Smith
 
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Post » Sat May 28, 2011 4:59 pm

I just went and confirmed this. I turned off the PiiiPEnabled switch in the INI file and went into the game. I had no problems moving a Scamp's body around, dragging and even lifting it.

Then I flipped the switch back on to enable PiiiP again, went back to the same save. Completely unable to move the body, or even shift a limb. Picked up a bow from the ground next to it to confirm function and the toggle was working fine on the bow.

I'm uploading videos to Youtube right now to show the difference. I did think of one more thing to test, I'll get back to you with that later.

edit: videos: With PiiiP active: http://www.youtube.com/watch?v=AxHIvny9v4o
Without PiiiP active: http://www.youtube.com/watch?v=9Ig2qIwIVz4
Quite strange. I've never had that issue in the past. Were you using the mouse key to do the moving all the while ? In any case, see what the debug log (mode set to 1) says.

edit2: Just tested that "one more thing" and confirmed a suspicion. Grabbing works normally using the Z key on the keyboard, but I have the Grab key mapped to my mouse5 key as well, and that one doesn't work.
Mapping the mouse button was always a problem with the mod. I believe I resorted to a convoluted solution in the end to allow it to work with mouse keys. Your issues seems quite straightforward however - The getAltControl function I use doesn't detect beyond 2 mouse keys. I'll see if I can fix this. Thanks.
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Alkira rose Nankivell
 
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Post » Sat May 28, 2011 4:45 am

I'm still waiting for OBSE 18 to go final before I make the official release. You can however grab the latest build off the TESAlliance BTA guild if you are so inclined. I wouldn't mind more feedback in any case.

And OBSE 18 has just been released!
http://obse.silverlock.org/

How's that for timing? :celebration:
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Sakura Haruno
 
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Post » Sat May 28, 2011 11:23 am

And OBSE 18 has just been released!
http://obse.silverlock.org/

How's that for timing? :celebration:
Looks like I'll be spending the rest of the week writing documentation after all.
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le GraiN
 
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Post » Sat May 28, 2011 10:34 am

Looks like I'll be spending the rest of the week writing documentation after all.

I really do feel sorry.
But damn, a new PiiiP will be a huge refreshment!:)

Edit: PiiiP :icecream:
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James Hate
 
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Post » Sat May 28, 2011 3:11 pm

I really do feel sorry.
But damn, a new PIIP will be a huge refreshment!:)
It's PiiiP dammit :ahhh:

I'm taking a final look at the mod now. I've added a new feature called QuickEquip? - Activating a grabbed item without any modifier keys automatically equips it. I'm told that it would come in quite handy during fights. On the subject of the final release; you might have to wait a week or so if I am to fix the mouse issue showler discovered.
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Richard Dixon
 
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Post » Sat May 28, 2011 9:22 am

Ohno, I left out a poor I :excl:

Patience is alright with me.:)
Does sound awesome and useful indeed to equip an activated item.
Either Craftybits or Unnecessary Violence, can't recall which, had this feature in an earlier version.
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Rachael Williams
 
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Post » Sat May 28, 2011 7:51 pm

I'm looking forward to this release :foodndrink: , so many amazing new features in v0.5 :drool:
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Lisha Boo
 
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Post » Sat May 28, 2011 7:26 am

. QuickEquip? - Activating a grabbed item without any modifier keys automatically equips it...


Yeah!!
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KIng James
 
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Post » Sat May 28, 2011 6:25 pm

Looks like I spoke too soon - Oblivion crashes on load for no reason. Means I can't do any testing. I did take a look at the mouse code though - Apparently, it does support extra mouse buttons! The implementation however requires it to be set as the alternate control. I'll add a note in the readme.
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Casey
 
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