[Relz] Race Balancing Project

Post » Fri May 27, 2011 5:58 am

What's it with the NPC Diversity Lame Adittion Esp? Should this be used along with another NPC Diversity plugin? Or can I use the LAME plugin without any other NPC diversity plugins?


I'm not an expert, but I believe the LAME is designed to be used alongside another NPC diversity plugin. Ie. the 'general' NPC diversity plugin adds RBP stuff to 'vanilla' oblivion NPC's, and the LAME diversity plugin adds RBP stuff to LAME NPC's. Same like the Diversity plugin for Kvatch Rebuilt...just does KR NPC's.

And another thing. Can I use multiple Body Mod Support files at once? Because I use HGEC and Robert's Male. Can I support both of them? And for the Alternative Ohmes Raht texture, should I always install Base? Or should I only install the one that's compatible with the body mod I use?


Yep, you can do HGEC and Robert's together (I do). As for the alt Ohmes Raht texture, not sure. But I think the alternate has everything you need so don't think you need the Base.
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Kerri Lee
 
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Post » Fri May 27, 2011 9:04 am

What's the difference between "Beautification" and "for Wyre Bash"? I can't find where in the Readme it talks about what "Beautification" is. I'll just try using it and see what happens.
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BaNK.RoLL
 
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Post » Fri May 27, 2011 10:53 am

I believe the 'for Wrye Bash' is the default one made by bg2048. It will add RBP stuff (hair, eyes, etc) to vanilla NPC's.

The 'beautification' version is a variant that also makes the NPC's 'prettier'.

Use one or the other, but not both.
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Kirsty Wood
 
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Post » Fri May 27, 2011 11:07 am

I see the difference now. Thanks!
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Jordan Fletcher
 
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Post » Fri May 27, 2011 7:42 am

Hi,

I'm wondering which part of RBP that is responsible for adding NPCs to various spawn points, as I hope to disable that part of RBP until I get up a few levels. I started my new character (a beautiful Ohmes-raht, thanks RBP), and started my career by visiting Windfall for the first time, as it was reported to suit low-level characters. One of the first quests I received was to enter a fort in search for a cutlass. The problem is that inside that fort there was 4 different NPCs (from 4 different spawn points) that simply was way over my head. 2 or 3 of them killed me with one single hit, and had health around 300, which regenerated about as fast as I was able to give damage, provided I had god-mode on and just stood in front of it, whacking away. In short, interesting but completely impossible.

I must admit I'm not 100% sure if the NPCs come from L.A.M.E. or RBP, as I've just added both, but every thing Refscope could tell me about them pointed to those mods, and one of them conjured a Golden Saint too.

Anyway, I think I would like to disbale so powerful enemies for now, and then enable it a bit later when I have at least a tiny chance of survival :)
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ImmaTakeYour
 
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Post » Fri May 27, 2011 2:57 am

Hi,

I'm wondering which part of RBP that is responsible for adding NPCs to various spawn points, as I hope to disable that part of RBP until I get up a few levels. I started my new character (a beautiful Ohmes-raht, thanks RBP), and started my career by visiting Windfall for the first time, as it was reported to suit low-level characters. One of the first quests I received was to enter a fort in search for a cutlass. The problem is that inside that fort there was 4 different NPCs (from 4 different spawn points) that simply was way over my head. 2 or 3 of them killed me with one single hit, and had health around 300, which regenerated about as fast as I was able to give damage, provided I had god-mode on and just stood in front of it, whacking away. In short, interesting but completely impossible.

I must admit I'm not 100% sure if the NPCs come from L.A.M.E. or RBP, as I've just added both, but every thing Refscope could tell me about them pointed to those mods, and one of them conjured a Golden Saint too.

Anyway, I think I would like to disbale so powerful enemies for now, and then enable it a bit later when I have at least a tiny chance of survival :)

Is realistic levelling, compatible with race balancing project retroactive endurance?
Thanks for help
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Dagan Wilkin
 
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Post » Fri May 27, 2011 11:18 am

Hi,

I'm wondering which part of RBP that is responsible for adding NPCs to various spawn points, as I hope to disable that part of RBP until I get up a few levels. I started my new character (a beautiful Ohmes-raht, thanks RBP), and started my career by visiting Windfall for the first time, as it was reported to suit low-level characters. One of the first quests I received was to enter a fort in search for a cutlass. The problem is that inside that fort there was 4 different NPCs (from 4 different spawn points) that simply was way over my head. 2 or 3 of them killed me with one single hit, and had health around 300, which regenerated about as fast as I was able to give damage, provided I had god-mode on and just stood in front of it, whacking away. In short, interesting but completely impossible.

I must admit I'm not 100% sure if the NPCs come from L.A.M.E. or RBP, as I've just added both, but every thing Refscope could tell me about them pointed to those mods, and one of them conjured a Golden Saint too.

Anyway, I think I would like to disbale so powerful enemies for now, and then enable it a bit later when I have at least a tiny chance of survival :)
I don't know what you've met there, so it's a bit hard to say. The only module actually adding new NPCs into the game are the LAMEAdditions. Try without. If it doesn't work, it was another mod ;).

Oh, btw, I'd love to rename a file (and add another optional module thingy). If I do, would you mind rewriting the omod script?


Is realistic levelling, compatible with race balancing project retroactive endurance?
Thanks for help

I don't know. WHen in doubt, deactivate it.
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Jason White
 
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Post » Fri May 27, 2011 4:23 pm

I don't know what you've met there, so it's a bit hard to say. The only module actually adding new NPCs into the game are the LAMEAdditions. Try without. If it doesn't work, it was another mod ;).

Most likely LAMEAdditions. Like Fort Bulwark I found that Windfall was quite the magnet for LAMEAdditions....additions.
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Justin Bywater
 
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Post » Fri May 27, 2011 5:20 pm

I don't know what you've met there, so it's a bit hard to say. The only module actually adding new NPCs into the game are the LAMEAdditions. Try without. If it doesn't work, it was another mod ;).
It was indeed LAMEadditions. I hadn't looked it up properly in refscope (console-clicking only gave me a FF... id). One of the NPC I met was named Tesserayiel, with 421 health (buffed by 200), that regenerated about 1p/s, and that could kill me with a long-range sword in one blow, and also conjured a golden saint. In short, interesting, but impossible for my level 1 character.

But deactivating LAMEadditions did the trick. I guess I'll activate it again when I pass level 5 or so...

Oh, btw, I'd love to rename a file (and add another optional module thingy). If I do, would you mind rewriting the omod script?

No problem. Just tell me what to do, either here, in a PM or in the Alpha Mods forum. Btw, I guess you haven't had time to take a close look at the L.A.M.E. installation script yet? I haven't got any complaints, so I guess it's working OK, but I'm sure there are a couple of improvements it could need :)
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Anna Kyselova
 
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Post » Fri May 27, 2011 11:55 am

No problem. Just tell me what to do, either here,

Alright, then I've just uploaded the new archive.

That has changed:
- The two default faces NPCDiversities now have "Vanilla" instead of the old "for Wrye Bash" in their name. This should hopefully stop some questions regarding their use.
- in the GMSTReset folder there's now a file called "bgBalancingOptionalHalvedMagickaRegeneration.esp", which does exactly what it says on the tin.
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Emily Graham
 
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Post » Fri May 27, 2011 6:20 am

Alright, then I've just uploaded the new archive.

That has changed:
- The two default faces NPCDiversities now have "Vanilla" instead of the old "for Wrye Bash" in their name. This should hopefully stop some questions regarding their use.
- in the GMSTReset folder there's now a file called "bgBalancingOptionalHalvedMagickaRegeneration.esp", which does exactly what it says on the tin.

Updating now - just a couple of questions:
Is "Standard" the preferred name of the "vanilla" NPC diversity options (I think you chose that), or do you prefer "Vanilla"?
Could you provide the exact description for "bgBalancingOptionalHalvedMagickaRegeneration.esp"? I must admit that I'm not sure whether the halved magicka Regeneration is compared to vanilla or RBP regeneration :)
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I’m my own
 
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Post » Fri May 27, 2011 4:09 pm

Updating now - just a couple of questions:
Is "Standard" the preferred name of the "vanilla" NPC diversity options (I think you chose that), or do you prefer "Vanilla"?
Standard vs Better Redguard. And each one has a Vanilla face thingy :).

Could you provide the exact description for "bgBalancingOptionalHalvedMagickaRegeneration.esp"? I must admit that I'm not sure whether the halved magicka Regeneration is compared to vanilla or RBP regeneration :)
Compared to RBP :).
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Devin Sluis
 
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Post » Fri May 27, 2011 2:34 pm

OK, the updated omod installation script is now http://www.tesnexus.com/downloads/file.php?id=25266. Tell me if anything should be corrected/improved :)
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WTW
 
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Post » Fri May 27, 2011 9:23 am

Is realistic levelling, compatible with race balancing project retroactive endurance?
Thanks for help

Yes. Assuming that RL is before RBP in your load order, the RBP retroactive endurance works correctly - or at least it appeared to in my completely non-scientific tests. :whistle:

(Or to put it another way, I leveled up a Bosmer character - weak endurance - and immediately after level-up she had health 105. A couple of seconds later, she had health 103, which I assume is retroactive endurance doing its 'diminishfactor' stuff)

Eloise
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maddison
 
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Post » Fri May 27, 2011 4:51 am

Yes. Assuming that RL is before RBP in your load order, the RBP retroactive endurance works correctly - or at least it appeared to in my completely non-scientific tests. :whistle:
Load order has nothing to do with this (as I mention in the other thread). When mods set values in scripts (in this case the base health), load order doesn't matter at all, because the values aren't set at load time, but calculated in scripts that is running during play. The one winning is pretty random, and may change several times during the same playing session.

(Or to put it another way, I leveled up a Bosmer character - weak endurance - and immediately after level-up she had health 105. A couple of seconds later, she had health 103, which I assume is retroactive endurance doing its 'diminishfactor' stuff)
It probably means that RBP claculated your health to be 105 and RL 103 or vice versa, and one of them running the script a couple of seconds before the other.
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Baylea Isaacs
 
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Post » Fri May 27, 2011 1:01 pm

Hi, bg!

Recently found and installed http://www.tesnexus.com/downloads/file.php?id=25524 mod and tried it - looks really good but I don't know how it works with RBP.
Should I expect any problems?
If yes, would you consider integrating it with RBP in case of future updates if you think it's worth it?

Thanks
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Pat RiMsey
 
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Post » Fri May 27, 2011 4:05 am

I recently noticed that my level 15 Atronach Hidden elf only has 102 magicka when wearing nothing. I can't see anything in the magic effects page that would cause this, actually the fortify magicka blessings for birthsign/race alone is 420.
Other info: My intelligence is 105; I am using Elys uncapper, but with base stats capped at 100 (ie: I can't train my skills past 100, but I still get benefits if items or other things bring my stats over 100.). The extra 5 is from the Julianos Ability which I chose at the end of KotN (I can switch to a different one if that's the issue). I normally wear: Void amulet ( 20 magicka multplier, Integration), Manacles of pain(15 magicka multiplier), +200 mana robes, + 200 mana shoes, the restore Magicka Betrothal ring(Integration), and I switch between a ring of perfection, and the ring of happiness for the last one.... I also have the Angry mind gate keeper ability, and the Mage doom stone ability. All of this results in 3500-4000 magicka and 11 mana regeneration(The robe also has two regen). Which is fine when I'm fully equipped, just don't know what suddenly screwed up my base mana value.

Also, I did try to use the Unofficial patch's "fix broken stats/attributes" feature, but it seemed to think nothing was wrong since it didn't make any change.
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Maddy Paul
 
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Post » Fri May 27, 2011 10:28 am

Hi, bg!

Recently found and installed http://www.tesnexus.com/downloads/file.php?id=25524 mod and tried it - looks really good but I don't know how it works with RBP.
Should I expect any problems?
Races are not in tune with RBP, otherwise none. You can easily bring them in tune with RBP - there's a part in the readme describing how to :).

If yes, would you consider integrating it with RBP in case of future updates if you think it's worth it?

I will not include variants of existing races :(.


I recently noticed that my level 15 Atronach Hidden elf only has 102 magicka when wearing nothing. I can't see anything in the magic effects page that would cause this, actually the fortify magicka blessings for birthsign/race alone is 420.

You're using a mod changing various gamesettings and recalculating your magicka through scripts.

You can try to disable the mod, run the stat fix of UOP, then use the update command. Hopefully it will work. Otherwise it has to be setav'd correctly.

Putting it bluntly: Some character leveling mods have become overlords - instead of just taking care of attributes and skills, they force their own Magicka and Health formulas on the player, often based on Vanilla or something similar to Vanilla, blissfully unaware that some players use alternate formulas. I cannot do anything about it. My personal choice is SPAM - unintrusive, and taking only care about what's written on the tin.
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Claudia Cook
 
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Post » Fri May 27, 2011 7:23 am

I do not have Shivering Isles installed, and thus, I have been told to do something with bgBalancingNoSI_Core_still_required.esp.

Problem is, I am unable to find it anywhere, even after doing a search.
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djimi
 
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Post » Fri May 27, 2011 1:16 am

I do not have Shivering Isles installed, and thus, I have been told to do something with bgBalancingNoSI_Core_still_required.esp.

Problem is, I am unable to find it anywhere, even after doing a search.


It just comes in the archive from the current tesnexus download.
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Ashley Hill
 
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Post » Fri May 27, 2011 3:35 pm

It just comes in the archive from the current tesnexus download.


So I have to redownload it, but this time from tesnexus?
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Averielle Garcia
 
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Post » Fri May 27, 2011 5:16 am

So I have to redownload it, but this time from tesnexus?

No, you should already have it. You just need to reinstall RBP with OBMM, and choose the non-SI option. I think I made my own script, so I cannot tell you what the exact option is when you install it, but you should be okay.
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Prisca Lacour
 
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Post » Fri May 27, 2011 6:06 am

Oh, I see what my issue is.

Where exactly do I find the installation of the RBP?
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Mason Nevitt
 
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Post » Fri May 27, 2011 4:49 pm

Oh, I see what my issue is.

Where exactly do I find the installation of the RBP?

Have you downloaded all of RBP? Do you use http://www.tesnexus.com/downloads/file.php?id=2097? TheNiceOne made a http://www.tesnexus.com/downloads/file.php?id=25266 for it to help install it. I have not used it, but maybe someone will explain it for you if you have trouble with the instructions.

Edit: added a link to TheNiceOne's script
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Laura Mclean
 
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Post » Fri May 27, 2011 3:44 am

Have you downloaded all of RBP? Do you use http://www.tesnexus.com/downloads/file.php?id=2097? TheNiceOne made a http://www.tesnexus.com/downloads/file.php?id=25266 for it to help install it. I have not used it, but maybe someone will explain it for you if you have trouble with the instructions.

Just wanted to mention that if my script is used, the script checks if SI is installed, and if not will automatically install bgBalancingEVNoSIVersion_Core_still_required.esp.
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Emilie Joseph
 
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