[RELz] Real Sleep Extended

Post » Tue May 03, 2011 12:07 am

Thanks thats good to know, this really is an excellent mod it fits in with the game nicely without taking it over.

/edit I've just bought the bedroll, (nice icon) and it works perfectly with see you sleep :)
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Nauty
 
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Post » Tue May 03, 2011 7:19 am

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.

It took a while to work up my char to this quest but now I have finally tested that quest with Automatic Timescale enabled. As far as I could see everything worked nicely. Timescale becomes 30 as soon as I start off to map the Steps, and stays there. After we have reached our destination, the watchman approaches me; timescale is still 30. He tells me all is well and then heads off for the Imperial City. Timescale shows as 10. I stand around a bit; timescale drops to 6.
Thanks again! :goodjob:

Edit: Freudian typo. :blush:
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Dj Matty P
 
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Post » Tue May 03, 2011 3:09 am

It took a while to work up my char to this quest but now I have finally tested that quest with Automatic Timescale enabled. As far as I could see everything worked nicely. Timescale becomes 30 as soon as I start off to map the Steps, and stays there. After we have reached our destination, the watchman approaches me; timescale is still 30. He tells me all is well and then heads off for the Imperial City. Timescale shows as 10. I stand around a bit; timescale drops to 6.
Thanks again! :goodjob:
Good to hear. Now, properly playing The Ayleid Steps is one of the things I really, really want to do. I just have to mod a little bit more first :P

Btw, to be 100% sure that Automatic Timescale works correctly, you can set its debug to 1 in the ini file. It will then print a message to the console when it locks the timescale to 30 due to a quest, and another when it frees the timescale again, but it's good that it seems to be working as intended :)
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Bryanna Vacchiano
 
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Post » Mon May 02, 2011 9:32 pm

Hi TheNiceOne,
I'm using your Real Sleep Extended and I've just come across See You Sleep.

Now in the compatibility section on this thread its says:
* See You Sleep mentions being incompatible with Sleep mods, but Real Sleep Extended checks for it and is 100% compatible. You will even get full See You Sleep-animation when sleeping on portable bedrolls.

So having installed Real Sleep Extended already would it be OK if I went ahead & installed See You Sleep?

Thanks (& thanks for MMO & display stats :))

EDIT: Also do you know if Real Sleep Extended & See You Sleep are compatible with the camping gear from FF Real Thirst (Cobl)? Cheers
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Jonathan Egan
 
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Post » Tue May 03, 2011 8:40 am

Hi TheNiceOne,
I'm using your Real Sleep Extended and I've just come across See You Sleep.

Now in the compatibility section on this thread its says:
* See You Sleep mentions being incompatible with Sleep mods, but Real Sleep Extended checks for it and is 100% compatible. You will even get full See You Sleep-animation when sleeping on portable bedrolls.

So having installed Real Sleep Extended already would it be OK if I went ahead & installed See You Sleep?
Yes. Actually, that quote is obsolete with the latest version of Real Sleep Extended. Since I have now changed how bedrolls are picked up, there's no need to even check for See You Sleep anymore :)

The compatibility problem between See You Sleep and bedroll mods is that See You Sleep works by adding a script to all bedrolls, and bedroll mods work by adding script to the bedroll too, so one of the two scripts gets lost. But RSE handles it without adding any script to the bedrolls...


EDIT: Also do you know if Real Sleep Extended & See You Sleep are compatible with the camping gear from FF Real Thirst (Cobl)? Cheers
I don't know for See You Sleep, but RSE should be generally compatible - though if you pick up any special bedroll added by other mods, what you get is only a normal bedroll.
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steve brewin
 
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Post » Mon May 02, 2011 8:28 pm

I noticed the walking and running settings (plus a few others in that section) in the INI have Default: 0 (not used) in their comment. To clarify, does that mean that if at the value of 0 it will not be used, or that regardless of the value it's not processed by the mod?

Love all your mods, by the way, particularly EE, MMO, Lightweight Potions, Quest Log Manager, and this one. Great work!
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leigh stewart
 
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Post » Mon May 02, 2011 7:49 pm

I noticed the walking and running settings (plus a few others in that section) in the INI have Default: 0 (not used) in their comment. To clarify, does that mean that if at the value of 0 it will not be used, or that regardless of the value it's not processed by the mod?
I must admit that I don't understand exactly what you ask, so my answer may be a bit off...

A value of 0 means that the mod just don't care if you're in that mode or not. E.g. if you have set the timescale for Inside/sneaking/combat to 10/6/2 respectively, it means that when walking/running inside your timescale will be 10. When starting to sneak it will go down to 6, and if getting in a fight it will go down to 2 (even if you stop sneaking). But change the combat timescale to 0, and the mod will just not care if you're in combat or not, so the timescale will remain at 6 when getting in a fight and sneaking, and jump up to 10 if you stop sneaking while fighting.

Love all your mods, by the way, particularly EE, MMO, Lightweight Potions, Quest Log Manager, and this one. Great work!
Thanks :)
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Sun of Sammy
 
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Post » Mon May 02, 2011 11:58 pm

Is there a way I can check the sleep stats in-game without activating the HUD piece? I thought I read about it somewhere, but my brain is on overload at the moment. Also, I did not realize I had the dynamic timescale feature of this mod turned on, and I had set my timescale to 10 via the Bashed Patch. I was surprised by the speed of AN's weather, and when I checked in COBL after one of my more recent launches, I found that the timescale was set to 30. This was after I discovered and disabled the dynamic timescale feature in the INI file. Is there some way I can check the timescale in the game through the console? I just want to make sure it is set to 10 again.


Edit: I see it at the top of the stats screen, mixed that message up with the in-game message pop-ups I guess...
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Rhiannon Jones
 
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Post » Tue May 03, 2011 10:27 am

Is there a way I can check the sleep stats in-game without activating the HUD piece? .... Is there some way I can check the timescale in the game through the console? I just want to make sure it is set to 10 again.


The console command "show" is probably what you're looking for. For timescale, hit tilde and type "show timescale". For sleep stats, um, "show RSE.hudSleepVal" should return something that makes sense, I bet there's a better variable than that to look at though. Hitting the "wait" key should show how tired you are at the top of the screen, too, I think that's what you're talking about in your edit. But yeah, "show timescale," I use that command a ton.
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Angus Poole
 
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Post » Tue May 03, 2011 3:51 am

The console command "show" is probably what you're looking for. For timescale, hit tilde and type "show timescale". For sleep stats, um, "show RSE.hudSleepVal" should return something that makes sense, I bet there's a better variable than that to look at though. Hitting the "wait" key should show how tired you are at the top of the screen, too, I think that's what you're talking about in your edit. But yeah, "show timescale," I use that command a ton.

I have been using x10 for a long time. It is rare that I need to use that command, which is why I forgot about it, haha.


Thanks for the tips and happy gaming!
- Tomlong75210
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Rachell Katherine
 
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Post » Mon May 02, 2011 10:23 pm

Is there a way I can check the sleep stats in-game without activating the HUD piece? I thought I read about it somewhere, but my brain is on overload at the moment.
When you open the stats menu (F1), RSE will write a message telling you the sleep status, i.e. something like "You have 7 hours left before you become tired".

The alternative is of course to use Pluggy and HUD elements and get a sleep bar.
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Eve Booker
 
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Post » Tue May 03, 2011 3:57 am

When you open the stats menu (F1), RSE will write a message telling you the sleep status, i.e. something like "You have 7 hours left before you become tired".

The alternative is of course to use Pluggy and HUD elements and get a sleep bar.

I need to test my LO more before I try that. The F1 message is fine, but I may turn the in-game alert off. It kind of surprised me, haha.
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Claire Mclaughlin
 
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Post » Tue May 03, 2011 5:28 am

Great mod that combines sleeping, bedrolls and adjustable timescale! :goodjob:

Now if TheNiceOne could also find a way to prevent NPCs from using the same bedroll (and avoid the shock of waking up next to an orc) he'll be nominated for the Oblivon Modding Nobel Prize.
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james tait
 
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Post » Mon May 02, 2011 8:07 pm

Great mod that combines sleeping, bedrolls and adjustable timescale! :goodjob:
Thanks :)

Now if TheNiceOne could also find a way to prevent NPCs from using the same bedroll (and avoid the shock of waking up next to an orc) he'll be nominated for the Oblivon Modding Nobel Prize.
I've had this in the back of my mind, but I know think there is a very simple solution - I will set the ownership of the bedroll to the player at the moment you lay down, and clear the ownership when you get up again. That should do it and work for both vanilla bedrolls and those placed by RSE.

I will also remove the Pluggy + kuertee's Customisable HUD Components requirements for the hud sleepiness bar and replace it by requiring MenuQue. Much simpler for all :)
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Tyrone Haywood
 
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Post » Tue May 03, 2011 10:51 am



I've had this in the back of my mind, but I know think there is a very simple solution - I will set the ownership of the bedroll to the player at the moment you lay down, and clear the ownership when you get up again. That should do it and work for both vanilla bedrolls and those placed by RSE.

I will also remove the Pluggy + kuertee's Customisable HUD Components requirements for the hud sleepiness bar and replace it by requiring MenuQue. Much simpler for all :)


Great!
Maybe I'm being paranoid but I have a suspision that with NPCs using the player's bedroll it can screw up their AI Packages when the NPCs end up very long way from where they belong.
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lillian luna
 
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Post » Tue May 03, 2011 9:31 am

Real Sleep Extended 2.5 is avaiable :celebration:

Not really a big update (no known bugs), but anyway:
* Added HUD Status Bars support
Made the sleep status easily readable for my new HUD mod, so you can have a status bar showing your tiredness, and changing color when you go from non-tired to tired.

** Removed Customisable HUD components support
Or rather all the additonal code to make this mod change the color and text when going from tired to non-tired. That was quite a lot of code I could get rid off by supporting my HUD Status Bars instead.

** Set ownership of bedrolls to prevent NPCs from going to sleep on the bedroll where you already sleep.
As requested by PetrusOctavianus. I haven't tested it too much, but I tried to sleep several times in the Waterfront, and no NPC would lay down on the bedroll while I slept, but would lay down afterwards, so it seems to work as intended.
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Amanda Furtado
 
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Post » Tue May 03, 2011 10:22 am

I think I mentioned this before once that in the ini you make the default wait key and the bedroll pickup key the same key.
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A Dardzz
 
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Post » Tue May 03, 2011 6:38 am

I think I mentioned this before once that in the ini you make the default wait key and the bedroll pickup key the same key.

It is intentional. The functionality is that if you have a bedroll as your target (see the sleep icon), pressing P is understood as pickup, if not it is understood as fast wait by the mod.
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Sarah Bishop
 
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Post » Mon May 02, 2011 11:52 pm

Real Sleep Extended 2.5 is avaiable :celebration:

Not really a big update (no known bugs), but anyway:
* Added HUD Status Bars support
Made the sleep status easily readable for my new HUD mod, so you can have a status bar showing your tiredness, and changing color when you go from non-tired to tired.

** Removed Customisable HUD components support
Or rather all the additonal code to make this mod change the color and text when going from tired to non-tired. That was quite a lot of code I could get rid off by supporting my HUD Status Bars instead.

** Set ownership of bedrolls to prevent NPCs from going to sleep on the bedroll where you already sleep.
As requested by PetrusOctavianus. I haven't tested it too much, but I tried to sleep several times in the Waterfront, and no NPC would lay down on the bedroll while I slept, but would lay down afterwards, so it seems to work as intended.



Yay! :bowdown:
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claire ley
 
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Post » Mon May 02, 2011 11:58 pm

BTW, is it nec'ry to reinstall the whole mod or is just replacing the old ESP with the new one enough?
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Kayla Bee
 
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Post » Tue May 03, 2011 8:30 am

BTW, is it nec'ry to reinstall the whole mod or is just replacing the old ESP with the new one enough?

Enough to replace the ESP, though the ini file section for HUD bar has changed (from 5 or so settings for kuertee's HUD components, to 2 settings for HUD Status Bars), so you should copy that section from the new to the old ini file too.
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Kat Lehmann
 
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Post » Tue May 03, 2011 2:02 am

I found the thread! Yea!

Reading through, its awesome to see this:
-------------------------------------
There's nothing to do about it with the current version, but I would be happy to add an ini setting or two for this. The best I can think of, are two new settings that go something like this:

; Set the *maximum* hr of Sleep needed to catch up, regardless of how long you have been awake. Set to 0 means no specific max value.
set RSE.maxNeededSleep to 12

; Set the *maximum* additional hr of Sleep needed for each additional hr awake when tired. With high endurance, the number may be less. Set to means to use the normal value calculated from Endurance + minWake/enduranceFactor
set RSE.maxSleepWhenTired to 0.5


What do you think?
------------------------------------------

I think this would be awesome. Cumulative sleep penalties are for teenagers who don't know how sleeping works :) My son being one of them (sleeps all weekend). You cannot make up for lost rest, its a physiological impossibility.

An ini toggle like above that caps max sleep needed would be a PERFECT addition to this mod.

I would also like to offer up the script attached to my bedroll mod for your included bedrolls... Sleeping outside in the woods, or a cave becomes a "little" more dicey... (Chance for wandering monsters, cannot sleep in oblivion gates). Its here:

http://www.tesnexus.com/downloads/file.php?id=2524

Don't use the bedroll itself, the thing is old as dirt - but I've sure been missing the 1% chance to get ambushed by goblins or some other nasty while sleeping outside...
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Rachel Eloise Getoutofmyface
 
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Post » Mon May 02, 2011 10:47 pm

I found the thread! Yea!
Congratulations, good job digging it up :)


Reading through, its awesome to see this:
-------------------------------------
...
------------------------------------------

I think this would be awesome. Cumulative sleep penalties are for teenagers who don't know how sleeping works :) My son being one of them (sleeps all weekend). You cannot make up for lost rest, its a physiological impossibility.

An ini toggle like above that caps max sleep needed would be a PERFECT addition to this mod.
Now, that post was a bit old, and the first of those two settings has indeed been added to Real Sleep Extended by now, though it is named maxSleepNeeded and not maxNeededSleep. The other one seems to have been forgot, but it seems that you're most interested in the first anyway :)

I would also like to offer up the script attached to my bedroll mod for your included bedrolls... Sleeping outside in the woods, or a cave becomes a "little" more dicey... (Chance for wandering monsters, cannot sleep in oblivion gates). Its here:

http://www.tesnexus.com/downloads/file.php?id=2524

Don't use the bedroll itself, the thing is old as dirt - but I've sure been missing the 1% chance to get ambushed by goblins or some other nasty while sleeping outside...
I fully agree that a chance of being attacked when sleeping in a dangerous place is voefully missing from Oblivion. I have never filled with leveled lists in Oblivion, but your script seems simple enough. I cannot copy it into the bedrolls though, for Real Sleep Extended uses completely vanilla bedrolls to avoid any compatibility problems (which is why it is the only bedroll mod that work with See You Sleep without a patch), but it should be possible to add something like that by script without touching the bedrolls - which also has the advantage of affecting the bedrolls you find in caves, etc. too. No promises, but I fully agree that something like this is needed.
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Hearts
 
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Post » Tue May 03, 2011 8:39 am

Hi I have made the changes that you suggested to the scripts & they have all compiled just fine, & I seem to have the mod working in Nehrim.

In that I have a time scale of 10. if I hit the wait button, I get a message at the top of the screen telling me "I am fully rested" , but I also get this message if I console Show

http://img852.imageshack.us/img852/4104/oblivion201103291313500.jpg

My only other issue is Kaffe, does the mod add it to the game? I have been looking in all the likely places in the CS & so far haven't found it.

On that note, is there an easy way to find out what changes a mod has made in the construction Set? Scripts & settings are fairly straight forward , & if I'm wanting to make changes to a weapons mod, it makes sense to look in weapons, but for other mods it's not so obvious & so far I haven't found a way to search in the CS. Sometimes opening an ESP in Notebook ++ will give me a clue but I suspect that there are better ways
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joseluis perez
 
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Post » Mon May 02, 2011 11:52 pm

Hi I have made the changes that you suggested to the scripts & they have all compiled just fine, & I seem to have the mod working in Nehrim.
That's good :)


In that I have a time scale of 10. if I hit the wait button, I get a message at the top of the screen telling me "I am fully rested" , but I also get this message if I console Show

http://img852.imageshack.us/img852/4104/oblivion201103291313500.jpg
Not sure what you mean (or intende) here. "Show" is not a complete command in itself, you must also tell Oblivion what you want to show, e.g. something like:
show RSE.sleepLevel

My only other issue is Kaffe, does the mod add it to the game? I have been looking in all the likely places in the CS & so far haven't found it.
Yes, it is added. I'm not at my Oblivion PC right now, but you should find it together with other drinks in the CS. You'll not find it in any leveled lists though, as it is added by scripts at the moment you activate a merchant that should sell it.

On that note, is there an easy way to find out what changes a mod has made in the construction Set? Scripts & settings are fairly straight forward , & if I'm wanting to make changes to a weapons mod, it makes sense to look in weapons, but for other mods it's not so obvious & so far I haven't found a way to search in the CS. Sometimes opening an ESP in Notebook ++ will give me a clue but I suspect that there are better ways
TES4Edit! Open a mod in TES4Edit, and it will give you a tree view of all the changes/addition that mod makes, and if you click on a changed record, you will get a window showing the original record and the changed alongside each other, with color coding for the changed values.
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Courtney Foren
 
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