[RELz] Real Sleep Extended

Post » Tue May 03, 2011 7:35 am

I didn't, because the Kaffe is completely ignorable. The only thing that happens is that some merchants (inn owners mainly) will have a couple of Kaffe drinks for sale among all the beer and wine. You would probably not even notice it if you didn't look for it.


Yeah OK. I have plenty of items from COBL after all, what's one more?
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Joey Bel
 
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Post » Tue May 03, 2011 6:36 am

Finally an update to Real Sleep Extended:

Version 2.4 of Real Sleep Extended is available :)


From the changelog:
* Added separate timescale for sitting
Should be self-explanatory

* Added separate timescale for fast travel
Time spent when using fast travel is dependent on the timescale when invoked, so it is nice to have this independent on the current dynamic timescale.

* Added fast wait functionality
You now have a fast wait key (default P, adjustable in the ini) and a fast wait timescale (default 60). One tap of the key sets the timescale to this, and each consecutive tap increases the timescale by the same amount. Use this when you need to wait for something, but want to keep an eye on what's happening.

If you move or get into comeback, the timescale immediately re-sets, but you can look around during this fast wait.

* Changed the way bedrolls are picked up
Instead of getting a menu after having slept (or chosen not to sleep), you now get to pick up the bedroll by either tapping a pickup key (default P), or holding down a modifier (default left shift) when activating the bedroll. So no need to lay down (if using See You Sleep), and no problem with picking it up when an NPC has laid down beside you.

You can also pick up the jail's bedroll now. But be careful, if you get back too soon, they may not have put a new bedroll there :P

* Added setting for weight of bedrolls
If you think the default 10 is too heavy, you can change it in the ini.

* Added check for stages in The Ayleid Steps where timescale should be kept to 30
There is one quest here where the timescale should be locked to 30. RSE now looks for that situation and keeps it at 30 during that stage.
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Nick Jase Mason
 
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Post » Tue May 03, 2011 5:13 am

This:

* Added fast wait functionality
You now have a fast wait key (default P, adjustable in the ini) and a fast wait timescale (default 60). One tap of the key sets the timescale to this, and each consecutive tap increases the timescale by the same amount. Use this when you need to wait for something, but want to keep an eye on what's happening.

If you move or get into comeback, the timescale immediately re-sets, but you can look around during this fast wait.

...is awesome.

My least favorite quest in Vanilla Oblivion is the early IC one where you have to follow the gravedigger to his home and then wait for an opportune moment to break in while he's gone. I suppose Bethesda wanted to encourage you to shadow an NPC for a good long time to see the Radiant AI in action, but this was a pain. The NPC (Agarmir?) keeps irregular hours and is home for more hours a day than he is out. You can stake out his front door, but if you use the Wait function, you won't see him leave. And you never know how long exactly to wait.

You have alleviated this problem for the above and any other time it may come up. Thanks.

gothemasticator
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Emma Copeland
 
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Post » Tue May 03, 2011 4:57 am

Thanks for the update, with the omod install if no is selected for Kuertees customizable hud the ini file is installed anyway. I tried this twice in case I selected the yes by mistake the first time.
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dean Cutler
 
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Post » Mon May 02, 2011 11:04 pm

This:

* Added fast wait functionality
You now have a fast wait key (default P, adjustable in the ini) and a fast wait timescale (default 60). One tap of the key sets the timescale to this, and each consecutive tap increases the timescale by the same amount. Use this when you need to wait for something, but want to keep an eye on what's happening.

If you move or get into comeback, the timescale immediately re-sets, but you can look around during this fast wait.

...is awesome.

My least favorite quest in Vanilla Oblivion is the early IC one where you have to follow the gravedigger to his home and then wait for an opportune moment to break in while he's gone. I suppose Bethesda wanted to encourage you to shadow an NPC for a good long time to see the Radiant AI in action, but this was a pain. The NPC (Agarmir?) keeps irregular hours and is home for more hours a day than he is out. You can stake out his front door, but if you use the Wait function, you won't see him leave. And you never know how long exactly to wait.

You have alleviated this problem for the above and any other time it may come up. Thanks.



There is another mod called http://www.tesnexus.com/downloads/file.php?id=19861 that does something similar, but the problem was that if you cast a duration spell on yourself before waiting the game would not keep track of the duration while waiting.
TNO, how does your variant handle this?
BTW, impressive to release a new version on Hangover Day. :D
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christelle047
 
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Post » Tue May 03, 2011 5:47 am

I've had to go back to the previous version, I'm getting a runtime error when I load my save game up.
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Yung Prince
 
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Post » Tue May 03, 2011 1:39 am

This:

* Added fast wait functionality
You now have a fast wait key (default P, adjustable in the ini) and a fast wait timescale (default 60). One tap of the key sets the timescale to this, and each consecutive tap increases the timescale by the same amount. Use this when you need to wait for something, but want to keep an eye on what's happening.

If you move or get into comeback, the timescale immediately re-sets, but you can look around during this fast wait.

...is awesome.

My least favorite quest in Vanilla Oblivion is the early IC one where you have to follow the gravedigger to his home and then wait for an opportune moment to break in while he's gone. I suppose Bethesda wanted to encourage you to shadow an NPC for a good long time to see the Radiant AI in action, but this was a pain. The NPC (Agarmir?) keeps irregular hours and is home for more hours a day than he is out. You can stake out his front door, but if you use the Wait function, you won't see him leave. And you never know how long exactly to wait.
Thanks :) It was situations like that, where you just wanted the time to pass a bit faster, but not really drop out of the game by using the Wait Menu I made it for.


There is another mod called Immersive Waiting that does something similar, but the problem was that if you cast a duration spell on yourself before waiting the game would not keep track of the duration while waiting.
TNO, how does your variant handle this?
BTW, impressive to release a new version on Hangover Day. :D
My mod handles this by being much simpler ;) Immersive Waiting jumps the time forward, and it is those jumps that confuses the duration spells, I think. My mod is much simpler, it merely increase the timescale as much as you want (number of key taps), without doing anything fancy. So you'll not get faster sky or NPC movement, etc., just a faster timescale when you wish for the time to pass a bit faster.

The update was mostly finished before "17. Mai", but being a family man (two daughters, + wife of course) there's a bit of wine, but not enough to create a hangover anymore :foodndrink:



Thanks for the update, with the omod install if no is selected for Kuertees customizable hud the ini file is installed anyway. I tried this twice in case I selected the yes by mistake the first time.

I've had to go back to the previous version, I'm getting a runtime error when I load my save game up.
There always have to be a party crasher ;) Seriously though, the hud ini file is a mistake I guess, but does no harm at all, just one file in your ini folder not read by any mod. The runtime error is of course serious, and I have no idea why (you're using OBSEv18?), isn't there any info in the oblivion/obse log files?
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john page
 
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Post » Tue May 03, 2011 4:55 am

Cool, another interesting mod from The Nice One! The fast travel timescale sounds interesting, as does the fast wait. Unfortunatley I'm into Fallout at the moment so it will be awhile before I can try them out.
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Laura Ellaby
 
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Post » Tue May 03, 2011 8:48 am

There always have to be a party crasher ;) Seriously though, the hud ini file is a mistake I guess, but does no harm at all, just one file in your ini folder not read by any mod. The runtime error is of course serious, and I have no idea why (you're using OBSEv18?), isn't there any info in the oblivion/obse log files?



Yes I have Obse 18 and the obse log doesnt say anything except launching Oblivion. I've found I can get around this run time error by choosing automatic full for both options then I adjust the ini file before loading the game. The run time error happens with the full detailed options which results in the extra ini file.
Err sorry to spoil the party :P
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Alada Vaginah
 
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Post » Mon May 02, 2011 10:11 pm

Yes I have Obse 18 and the obse log doesnt say anything except launching Oblivion. I've found I can get around this run time error by choosing automatic full for both options then I adjust the ini file before loading the game. The run time error happens with the full detailed options which results in the extra ini file.
Thanks. I think I know the error now (though I'm at work and therefore cannot test it). The problem isn't the ini file, but the fact that with detailed sleep settings and choosing NOT to use kuertee's hud, the hud ini settings become garbage - and the game CTDs when trying to use those settings.

The garbaged settings and the installed hud ini file when choosing NOT to use kuertee's hud is due to the same omod script error, so while you didn't find the real cause, your description helped me finding it :)

There are two work-arounds (in addition to the one you took):

1. Before activating the omod, right-lick on it and select "view script". Then around line 60 of the script, add the line
"SetVar hudIndex 0". Then close and answer yes to save.
...or...
2. After installation, open the Ini\RealSleepExtended.ini file, look for the line saying "set RSE.kuerteHUDindex to ###", and make sure that ### is set to 0.

As said, this only affects those who are choosing NOT to use kuertee's hud.
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Madison Poo
 
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Post » Mon May 02, 2011 11:40 pm

My mod handles this by being much simpler ;) Immersive Waiting jumps the time forward, and it is those jumps that confuses the duration spells, I think. My mod is much simpler, it merely increase the timescale as much as you want (number of key taps), without doing anything fancy. So you'll not get faster sky or NPC movement, etc., just a faster timescale when you wish for the time to pass a bit faster.

I am using a different mod, called Time Manager - for immersive waiting and for simulating the flowing time when in menu. What I like in immersive waiting part, is that your timescale is set to high, very high value, but at the same time all NPCs are given a high speed bonus and you can even allow a waiting blur, so everything seems like forwarding a movie:-).
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Stephanie I
 
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Post » Mon May 02, 2011 10:06 pm

A quick and minor update. Version 2.4.1 of Real Sleep Extended is now available :)

A couple of updates:
* Message added when using fast wait
Can be turned off ini the ini, but added since I found it nice to get some feedback on the fast wait taps

* Fixed error in OMOD installation script
As reported by Katnap. This should fix both the unwanted installation of the hud ini, and the related CTD.


I am using a different mod, called Time Manager - for immersive waiting and for simulating the flowing time when in menu. What I like in immersive waiting part, is that your timescale is set to high, very high value, but at the same time all NPCs are given a high speed bonus and you can even allow a waiting blur, so everything seems like forwarding a movie:-).
Yes, that is nice. I considered doing something like that, but would either have to put in more work than I found it worth, or copy that script, which I don't think is right, so I opted for the simple approach.

Time Manager is fully compatible with Real Sleep Extended, as long as you enable automatic timescale in only one of them. Personally I think the automatic timescale in RSE is the best by a good margin, but Time Manager is worth it if you like the Menu Time and the Immersive Wait.
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Mimi BC
 
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Post » Tue May 03, 2011 3:25 am

There is one quest here where the timescale should be locked to 30. RSE now looks for that situation and keeps it at 30 during that stage.

Thank you very much. Appreciate it. :)
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He got the
 
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Post » Tue May 03, 2011 12:30 am

I dont know why but all of a sudden this mod has been giving me a runtime eror.


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adame
 
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Post » Mon May 02, 2011 11:14 pm

Thank you very much. Appreciate it. :)

I only hope it works. I have The Ayleid Steps installed (of course), but are still stuck in Windfall with my PC, so nowhere near the relevant Ayleid Steps quest. Is it any chance you could test it out? You can use http://www.tesnexus.com/downloads/file.php?id=27352 instead of RSE, they both use the same code for the timescale stuff, so if it works in one, it works in the other. With debug enabled, it will print to the console when it starts keeping timescale at 30 due to quests, and when it releases timescale again.

From what you mentioned in The Ayleid Steps thread, and from looking at your scripts, here is what I do:
		let timeScaleDisabled := 0		RunScriptLine "Set tnoAT.RSc to GetStage SSotAMapping"		if RSc == 50			RunScriptLine "Set tnoAT.RSc to SSotAMapping.fQuestDelayTime"			if RSc == 2				let timeScaleDisabled := 1			endif		endif

...which translates to:
		let timeScaleDisabled := 0		Set RSc to GetStage SSotAMapping		if RSc == 50			Set RSc to SSotAMapping.fQuestDelayTime			if RSc == 2				let timeScaleDisabled := 1			endif		endif

I hope this is correct



I dont know why but all of a sudden this mod has been giving me a runtime eror.
Did you read katnap's error report and my reply a few posts up? The omod installation script in 2.4 had an error that if you used detailed setup and chose NOT to use kuertee's hud, the hud settings in the ini would become broken enough to cause a CTD. The cure is to download 2.4.1 (which fixes this) and rerun the omod script, or to manually edit the ini file, making sure that the first HUD bar setting says "set RSE.kuerteHUDindex to 0"

Please report back whether this really fixes your problem or not :)
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Pete Schmitzer
 
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Post » Tue May 03, 2011 1:11 am

many thanks TNO i'll test it out and get back to you when I have resuolts
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Liv Staff
 
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Post » Mon May 02, 2011 11:36 pm

One quick question. How do I remap the keys for fast wait and picking up the bed roll?
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ShOrty
 
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Post » Mon May 02, 2011 8:02 pm

One quick question. How do I remap the keys for fast wait and picking up the bed roll?

Open RealSleepExtended.ini (found in Oblivion/data/Ini) in any text editor. Look for the lines "set RSE.pickupKey to 25" and "set RSE.waitFastKey to 25", and change "25" to whatever you want. The possible values are (copied from the http://cs.elderscrolls.com/constwiki/index.php/OnKeyDown):

Spoiler
 Hex  Dec  Button0x01     1  Escape0x02     2  10x03     3  20x04     4  30x05     5  40x06     6  50x07     7  60x08     8  70x09     9  80x0A    10  90x0B    11  00x0C    12  Minus0x0D    13  Equals0x0E    14  Backspace0x0F    15  Tab0x10    16  Q0x11    17  W0x12    18  E0x13    19  R0x14    20  T0x15    21  Y0x16    22  U0x17    23  I0x18    24  O0x19    25  P0x1A    26  Left Bracket0x1B    27  Right Bracket0x1C    28  Enter0x1D    29  Left Control0x1E    30  A0x1F    31  S0x20    32  D0x21    33  F0x22    34  G0x23    35  H0x24    36  J0x25    37  K0x26    38  L0x27    39  Semicolon0x28    40  Apostrophe0x29    41  ~ (Console)0x2A    42  Left Shift0x2B    43  Back Slash0x2C    44  Z0x2D    45  X0x2E    46  C0x2F    47  V0x30    48  B0x31    49  N0x32    50  M0x33    51  Comma0x34    52  Period0x35    53  Forward Slash  0x36    54  Right Shift0x37    55  NUM*0x38    56  Left Alt0x39    57  Spacebar0x3A    58  Caps Lock0x3B    59  F10x3C    60  F20x3D    61  F30x3E    62  F40x3F    63  F50x40    64  F60x41    65  F70x42    66  F80x43    67  F90x44    68  F100x45    69  Num Lock0x46    70  Scroll Lock0x47    71  NUM70x48    72  NUM80x49    73  NUM90x4A    74  NUM-0x4B    75  NUM40x4C    76  NUM50x4D    77  NUM60x4E    78  NUM+0x4F    79  NUM10x50    80  NUM20x51    81  NUM30x52    82  NUM00x53    83  NUM.0x57    87  F110x58    88  F120x9C   156  NUM Enter0x9D   157  Right Control0xB5   181  NUM/0xB8   184  Right Alt0xC7   199  Home0xC8   200  Up Arrow0xC9   201  PgUp0xCB   203  Left Arrow0xCD   205  Right Arrow0xCF   207  End0xD0   208  Down Arrow0xD1   209  PgDown0xD2   210  Insert0xD3   211  Delete0x100  256  Left Mouse Button0x101  257  Right Mouse Button0x102  258  Middle/Wheel Mouse Button0x103  259  Mouse Button 30x104  260  Mouse Button 40x105  261  Mouse Button 50x106  262  Mouse Button 60x107  263  Mouse Button 70x108  264  Mouse Wheel Up0x109  265  Mouse Wheel Down


You use the value in the second colum (which is 25 for the default 'P'), so if you want to use F1 instead, that would be 59.

Save, the ini file, and the changes will be applied after the next savegame load. :)
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Mizz.Jayy
 
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Post » Tue May 03, 2011 12:22 am

Perfect! that's just what I needed. I this mod is half as good as it sounds it will be awsome. Thanks for making this.

As a side note does anyone use this with any of the uncapper mods? I'm just curious about what having an endurance of 200 would effect gameplay and balance. I'm thinking maybe I should drop the endurance factor from 20 to about 12-15
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TOYA toys
 
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Post » Mon May 02, 2011 9:30 pm

I'm surprised to see you on the Oblivion side of the forum SteveDog. Finally dusted off that disc did you?
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Kirsty Wood
 
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Post » Mon May 02, 2011 9:21 pm

Yeah, I found that I can't play Fallout without reminding myself of how much I need to fix to make it how I want it, and I made a few tweaks with Morrowind and it was so easy I came up with a few more I wanted to make and I'm back to spending more time modding than playing again. But I've found that I really like Oblivion and I've also found enough mods that I can't think of any to make myself, which is good because all modding and no playing make Stevedog a dull puppy.
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Chris Jones
 
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Post » Tue May 03, 2011 1:27 am

But I've found that I really like Oblivion and I've also found enough mods that I can't think of any to make myself,


I suspect that will change soon enough. I hope that doesn't mean you've abandoned work on Savage Wasteland, you have some good ideas there. They'd probably fit in well with one of The Nice One's mods actually, Enhanced Economy. If you're inclined, maybe you could let him know what you've been up to with that one. I think it would be a good addition to what he's trying to do with his mod. I was actually thinking about dropping you a line soon. I've been back to playing Fallout again lately and there's still some changes I'd like to add to it, if you don't mind helping me out a bit again.

PS: Just so you know TNO, in Savage Wasteland SteveDog has figured out how to make the hand placed loot in Fallout have a percentage chance of not spawning in a cell based on the player's Luck. It adds an interesting randomness to what you would normally find all the time.
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Tinkerbells
 
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Post » Tue May 03, 2011 3:03 am

I suspect that will change soon enough.

Hey, whos' side are you on! :)

No I've not abandoned anything, I just find it very cathartic to hack up goblins after a nice 3-4 hour long modding session. Morrowind is older and a lot of the younger modders are too put off by the graphics to even play it much less mod, and Fallout is relativley new so we're still trying to figure out what we can or cannot do with it. Oblivion stikes a nice balance between those two and you end up with a larger modding community. Look at TNOs signature, this isn't some one who threw a few things together and put out a RELz thread, this is someone with a long list of quality mods that are still being tweaked and improved, and TNO is just one of dozens of modders who do this for Oblivion. You still see this in Morrowind and Fallout but there are far fewer. I have found a mod, in some cases several, to address almost every issue I've had with Oblivion, so I've not yet been tempted to fire up the CS myself.

Speaking of TNOs signature, I'm looking at it and I think I may have missed one! :bolt:
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Sophie Payne
 
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Joined: Thu Dec 07, 2006 6:49 am

Post » Tue May 03, 2011 3:43 am

TheNiceONe I wonder if you could clarify the meaning of something in the ini file for timescale settings.

; Set default timescale. This is the timescale used when none of the below states apply
; If all the other are non-zero, this will be used only when other settings below are higher or not used. Default 30
set RSE.timeDefault to 30

To be able to have horsriding set at 40, I would have to alter this default setting as well to 40, otherwise the default setting would be used instead when horseriding. Is this right?
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DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

Post » Mon May 02, 2011 8:39 pm

TheNiceONe I wonder if you could clarify the meaning of something in the ini file for timescale settings.

; Set default timescale. This is the timescale used when none of the below states apply
; If all the other are non-zero, this will be used only when other settings below are higher or not used. Default 30
set RSE.timeDefault to 30

To be able to have horsriding set at 40, I would have to alter this default setting as well to 40, otherwise the default setting would be used instead when horseriding. Is this right?
That is completely right :)

The only timescale that can come into effect if higher than other applicable is the fast wait and fast travel timescales. For any other timescale settings to work it must be smaller than timeDefault. For the record, I have timeDefault + running and riding at 40 myself, but walking and swimming at 30 (and the rest much lower).
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casey macmillan
 
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Joined: Fri Feb 09, 2007 7:37 pm

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