[RELz] Real Sleep Extended

Post » Tue May 03, 2011 11:19 am

So I'm reopening this thread with a post about the new version of Real Sleep Extended too:

Real Sleep Extended version 2.2 is now available from http://www.tesnexus.com/downloads/file.php?id=24649 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170.


Changes are:
* Automatic timescale now checks for the state of the two vanilla quests that only works with timescale 30, and keeps the timescale at 30 when necessary.
The quests "A Brush with Death" and "Where Spirits Have Lease" can become stuck if the timescale is not 30. The UOP fixes this by changing the timescale to 30 when entering the important stages, and changing it back afterwards, but any dynamic timescale mod (like this) will override this unless checking specifically for it.

AFAIK, none of the other dynamic timescale mods check for this, but now at least RSE does.

* Added support for Customisable HUD Components
RSE now includes an ini file with correct values for http://www.tesnexus.com/downloads/file.php?id=22272, which makes it very easy to start using it with Real Sleep Extended. So now you can have a status bar displaying how rested/tired you are.


One problem with this mod: if using the Timescale settings in the ini file it messes up the Where Spirits Have Lease quest.
The stage where Mr. Benirus opens the sealed portal only works with a Timescale of 30. I have both a generic script that modifies Timescale and the UOP does it specifically for this quest, but it seems the ini values override any scripted Timescale. It also overrides from the console.

Any chance you could test the same stage of this quest with the new version, as it is supposed to be fully fixed now?
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Cat
 
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Post » Tue May 03, 2011 9:58 am

Natural Hunger and Real Sleep 2.2 hate eachother don`t they? The game crashes every time until I remove one of them. :(


Edit: Just discovered that Real sleep just wants to be on top! It needs to go above natural hunger to work (at least not crash instantly).
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A Boy called Marilyn
 
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Post » Tue May 03, 2011 1:56 am

Natural Hunger and Real Sleep 2.2 hate eachother don`t they? The game crashes every time until I remove one of them. :(


Edit: Just discovered that Real sleep just wants to be on top! It needs to go above natural hunger to work (at least not crash instantly).
I have a hard time of believing that this is the source of your problem. Real Sleep Extended is completely self-contained (except the optional use of kuertee's hud bars). That means that RSE does not affect a single record found in Oblivion.esm, and can therefore load before the UOP, after the Bashed Patch or anywhere inbetween, as the load order has absolutely nothing to say. And for the same reason, there's not conflict with other mods either.

So while I cannot guarantee that Real Sleep Extended is 100% bug-free, I can guarantee that the load order doesn't matter, and that the two mods work together as well.

It's good if you managed to avoid a crash, but I'm pretty sure the reason is something else than having RSE above Natural Hunger in your load order. :)
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Melissa De Thomasis
 
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Post » Tue May 03, 2011 5:27 am

I have a hard time of believing that this is the source of your problem. Real Sleep Extended is completely self-contained (except the optional use of kuertee's hud bars). That means that RSE does not affect a single record found in Oblivion.esm, and can therefore load before the UOP, after the Bashed Patch or anywhere inbetween, as the load order has absolutely nothing to say. And for the same reason, there's not conflict with other mods either.

So while I cannot guarantee that Real Sleep Extended is 100% bug-free, I can guarantee that the load order doesn't matter, and that the two mods work together as well.

It's good if you managed to avoid a crash, but I'm pretty sure the reason is something else than having RSE above Natural Hunger in your load order. :)



Maybe you`re right, but I`m only telling it like it happened, even on a new restart of the game. As I said before the crash has stopped now that I put Real sleep above Natural Hunger. I thought it was the Journal Mod and pluggy at first, but that works fine. Maybe you should have a look at Natural hunger to see if anything is conflicting there. My game has been perfect until this.

Will see how things go.


UPDATE: OK, just to keep you updated, further trying has shown that I get a C++ error whenever I choose Real Sleep.

But, it depends on what I choose in the detailed options of Real Sleep. I noticed if I just chose the Default settings, the game works, but tells me it can find no ini. If I choose certain settings in the detailed options, the game will crash with the C++ error, but when I changed my settings (for example chose the HUD display which i actually didn`t want), then the game ran normally.

I have no idea what is causing this pickiness. With certain options it works with others it don`t, I haven`t had time to go thru each one and find out exactly what. But on Default it will work.
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Christina Trayler
 
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Post » Mon May 02, 2011 9:05 pm

UPDATE: OK, just to keep you updated, further trying has shown that I get a C++ error whenever I choose Real Sleep.

But, it depends on what I choose in the detailed options of Real Sleep. I noticed if I just chose the Default settings, the game works, but tells me it can find no ini. If I choose certain settings in the detailed options, the game will crash with the C++ error, but when I changed my settings (for example chose the HUD display which i actually didn`t want), then the game ran normally.

I have no idea what is causing this pickiness. With certain options it works with others it don`t, I haven`t had time to go thru each one and find out exactly what. But on Default it will work.


For me it is the same. Depending on detailed options I get a C++ error. When I choose default settings the omod script installs the RSE - kuerteeCustomisableHUDComponents.ini in data\ini and not the RealSleepExtended.ini


Except for this absolutely great mod and very nice omod script!
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Rude Gurl
 
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Post » Mon May 02, 2011 7:05 pm

So you're saying it crashes in-game?

If you can give me some help about the ini setting when crashing (posting the ini file created) it would be a big help. Does it crash just after loading a save-game, or later?

Anyway, I'll look into it myself.
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James Shaw
 
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Post » Tue May 03, 2011 9:18 am

I started a new game and with detailed settings all on hard and saying not to use kuertee's Hud the game crashes around 5 sec after the game starts. And as stated above I think the omod script installs the wrong ini.

After copying the correct ini to data\ini the game with default settings worked so maybe you should have a look at the omod installer script

Thank you
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Andrea P
 
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Post » Tue May 03, 2011 8:01 am

I started a new game and with detailed settings all on hard and saying not to use kuertee's Hud the game crashes around 5 sec after the game starts. And as stated above I think the omod script installs the wrong ini.

After copying the correct ini to data\ini the game with default settings worked so maybe you should have a look at the omod installer script

The bugs (it was two) are found, fixed and uploaded. TESNexus is needs 5-10 minutes after a new upload before the file is downloaded correct (the downloaded file is 0KB before that), but it is available any minute now.

The problem was a combination of error in the ini file and error in the install script (as you guessed). An Oblivion ini file like this is really a list of console commands, and the result was that three of the console commands in the ini crashed the game completely - unless kuertee's HUD had been chosen, in which case those three ini lines would be made correct.


....so v2.2.1 is available now. No change to the esp file, but fixed ini file and omod installation script. :)
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Sunny Under
 
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Post » Tue May 03, 2011 1:05 am

The bugs (it was two) are found, fixed and uploaded. TESNexus is needs 5-10 minutes after a new upload before the file is downloaded correct (the downloaded file is 0KB before that), but it is available any minute now.

The problem was a combination of error in the ini file and error in the install script (as you guessed). An Oblivion ini file like this is really a list of console commands, and the result was that three of the console commands in the ini crashed the game completely - unless kuertee's HUD had been chosen, in which case those three ini lines would be made correct.


....so v2.2.1 is available now. No change to the esp file, but fixed ini file and omod installation script. :)



Great work! Sorry I did not answer your questions earlier, I never saw it quick enough, but nice that you`ve found the solution. D\Ling now.
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GEo LIme
 
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Post » Tue May 03, 2011 6:45 am

Hello TheNiceOne,

I finally decided to give a go to realism mods, so Im installing RSE : ) Just to be sure, does it works fine with ngcd? Im always unsure when mods touches skill levels.
Also, a bit off topic, but since you seem to use realism mods, do you recomend any hunger mod to complement RSE ?(and that also works with ngcd, if by chance you know)

Thanks!
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Bloomer
 
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Post » Tue May 03, 2011 1:35 am

I`m using ngcd with real sleep extended, Real hunger 1.0, Realistic fatigue and Kuertee battle fatigue and injuries that all seem to work well togther (at least to me).

Couple of odd things i`ve noticed though. Sometimes, I`ve had it happen twice in my games over 3 weeks of play, if I go to sleep in the Fighter`s Guild just after eating or while starving, the game will crash and in that that save will crash all the time within about 5 seconds. I find going to a previous save and trying again cures it. I haven`t said much about it because I`m not sure if it`s one Mod causing it or a combo. So far I`ve not had this problem in a week since re-adjusting load order but I save quite regularly, just in case (once in town, once or twice while in countryside).

Horses get tired really fast, too fast when going uphill, but this is realistic Fatigue`s fault I think. I`ve mentioned it to the modder, hopefully it will be fixed.

Here`s my load order that works. check carefully if you have the same:

Oblivion.esm
EnhancedWeather.esm
MD_Saddle_Master.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
TamrielTravellers.esm
Kvatch Rebuilt.esm
Toaster Says Share v3.esm
Bab.esm
HorseCombatMaster.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
SM Plugin Refurbish - SI.esp
Shivering Isles - No Starting Quest Popup.esp
EnhancedWeather.esp
EnhancedWeather - Darker Nights, 80.esp
300_Lore Dialogue.esp
MM_TextLocks.esp
P1DanywhereSittable.esp
Cutthroat Merchants.esp
DLCHorseArmor.esp
SM Plugin Refurbish - HorseArmor.esp
DLCOrrery.esp
SM Plugin Refurbish - Orrery.esp
DLCVileLair.esp
SM Plugin Refurbish - VileLair.esp
DLCMehrunesRazor.esp
SM Plugin Refurbish - MehrunesRazor.esp
DLCSpellTomes.esp
Bab.esp
TFF_Races_Base_RSM.esp
PersuasionOverhaul.esp
MD Saddlebags v3.0.esp
MD Saddlebags v3.0 Alternative Trader Script.esp
DLCThievesDen.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Water_Weeds.esp
OOO-Map_Markers_Stock.esp
OOO-No_Guild_Ownership.esp
OOO-DLT_Remover.esp
OOO-Armor_Perks_WearRate_Repair.esp
OOO-Combat_Skills_Perks_Marksmanship.esp
OOO-DaedraLord_Quests.esp
OOO-Dangerous_Traps.esp
OOO-Deadly_Combat.esp
OOO-DLT_Immersion.esp
OOO-Potions.esp
OOO-ThiefGuild_Difficult.esp
OOO-Magic_Script_Effect_Fix.esp
OOO-Container_Trap_Instant_Effects.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Durability & Damage.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod for OOO - LessReaversInGates.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod for OOO - NoReaversInGates.esp
Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp *Removed.
Mart's Monster Mod - Vindasel.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Durzog Addon.esp
TamrielTravellers.esp
TamrielTravellersItemsVendor.esp
ShiveringIsleTravellers.esp
ShiveringIsleTravellersFriendlyFactions.esp
Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp
PersuasionOverhaul_OOO.esp
PersuasionOverhaul_MMM.esp
BabShop.esp
Kvatch Rebuilt.esp
Kvatch Rebuilt - OOO Compatibility.esp
DLCFrostcrag.esp
SM Plugin Refurbish - FrostCrag.esp
Knights.esp
SM Plugin Refurbish - Knights.esp
Mart's Monster Mod - Knights.esp
Mart's Monster Mod for OOO - Knights .esp
Consequences.esp
Consequences_Knights.esp
Consequences_Vile.esp
TOTF.esp
TOTF Delayer.esp
Mart's Monster Mod - City Defences.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - DLCFrostcrag.esp
ANB_No_FastTravel.esp
GP_Lockpicks.esp
HelmetFOV.esp
Kyoma's Journal Mod.esp
RenCorpseMod.esp
RealisticFatigue.esp
Natural Hunger v2_0 by QF.esp
RealisticForceLow.esp
RealisticMagicForceMedium.esp
RealSleepExtended.esp
StealthOverhaul.esp
RenGuardOverhaul.esp
RenGuardOverhaulShiveringIsles.esp
Enhanced Grabbing.esp
Denock Arrows.esp
arrwspanddmgfix.esp
[GFX]_Initial_Glow-self.esp
Deadly Reflex 5 - Timed block and 1.5x damage.esp
DeadlyReflex 5 - Combat Moves.esp
[GFX]_Initial_Glow-all.esp
kuerteeBattleFatigueAndInjuries.esp
OOO-Level_Slow.esp
Mart's Monster Mod - Resized Races.esp
TFF_Races_Base.esp
TSS Custom Companion Template.esp
Companion Neeshka.esp
GG_Valeria_Revived.esp
bgBalancingEVCore.esp
bgBalancingEVOptionalFCOMAdditions.esp
OOO-Respawn_Week.esp
Viconia.esp
Enhanced Economy.esp
Mart's Monster Mod - Reduced Spawn Rates.esp
BHC_Expanded.esp
LoadingScreenQuotes.esp
Zero Annoying Comments and Messages.esp

*just noticed I`ve got MM reduced spawns with MM reduced, reduced spawns - can`t have that. I only want one.
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Steve Bates
 
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Post » Tue May 03, 2011 3:48 am

I finally decided to give a go to realism mods, so Im installing RSE : ) Just to be sure, does it works fine with ngcd? Im always unsure when mods touches skill levels.
Yes, it works fine with nGCD. Real Sleep Extended doesn't touch the skills at all, only the attributes and do so with ModAV, which doesn't affect the base value of the attributes. And nGCD only reads and changes the base value of the attributes. So it works out well :)

Also, a bit off topic, but since you seem to use realism mods, do you recomend any hunger mod to complement RSE ?(and that also works with ngcd, if by chance you know)
For one reason or another, hunger and thirst mods are the only immersion mods I've never used. But Real Hunger (as Shield Watcher suggested), and FF Real Thirst are commonly used with it. Use the COBL versions if you can.


Couple of odd things i`ve noticed though. Sometimes, I`ve had it happen twice in my games over 3 weeks of play, if I go to sleep in the Fighter`s Guild just after eating or while starving, the game will crash and in that that save will crash all the time within about 5 seconds. I find going to a previous save and trying again cures it. I haven`t said much about it because I`m not sure if it`s one Mod causing it or a combo. So far I`ve not had this problem in a week since re-adjusting load order but I save quite regularly, just in case (once in town, once or twice while in countryside).
It's not good to say the reason. If you have a save that will crash every time, you can start by disabling one by one possible culprits.

Horses get tired really fast, too fast when going uphill, but this is realistic Fatigue`s fault I think. I`ve mentioned it to the modder, hopefully it will be fixed.
This is from ABO's excellent Realistic Fatigue, and I think they discussed and found pretty good settings in his mod thread.


BTW, I'm currently in the process of adding some new functionality to Real Sleep Extended. I have added similar functionality as Bors Bedroll to the mod (you can pick up any bedroll found in the game, carry it with you and place it wherever you want to sleep), but with the following improvements:
1. No savegame bloat. The mod properly cleans up any added bedrolls.
2. No script attached to the worlds bedrolls. So it will be fully compatible with other mods that add scripts to them. See You Sleep is especially important.

I also plan to add coffee drinks to merchants. This drink will make you less tired, but if you use it too often you will start to need to avoid becoming sleepy faster than normal.
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Harry Leon
 
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Post » Tue May 03, 2011 6:39 am

BTW, I'm currently in the process of adding some new functionality to Real Sleep Extended. I have added similar functionality as Bors Bedroll to the mod (you can pick up any bedroll found in the game, carry it with you and place it wherever you want to sleep), but with the following improvements:
1. No savegame bloat. The mod properly cleans up any added bedrolls.
2. No script attached to the worlds bedrolls. So it will be fully compatible with other mods that add scripts to them. See You Sleep is especially important.

I also plan to add coffee drinks to merchants. This drink will make you less tired, but if you use it too often you will start to need to avoid becoming sleepy faster than normal.


Excelent news! : )
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sara OMAR
 
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Post » Tue May 03, 2011 11:40 am

Did work some more on the bedroll functionality yesterday, and is close to get them to work as I want. That is:

1. Work well together with See You Sleep - something other bedroll mods don't
2. No savegame bloat (of course)
3. No jail bug (like the original Bors Bedrolls mod had)
4. You can pick up and put down any number of bedrolls (unlike the 1.4 version of Bors Bedrolls that fixes the bloat by only letting you put down one, and then move that around).
5. If you pick up a bedroll, chances are high that some beggar will put down a new bedroll in that spot.
6. If you put down a bedroll and leave it, it will probably have been taken if you come by a few days later - unless you put it down inside one of your houses.

As for the coffee, it's still on the idea stage, but what I have in mind is something like this:
1. Buyable from most inns.
2. If you drink it without being tired, maybe some slight boost to a stat or two for the duration of its effect.
3. If you drink it while tired, it will remove the tiredness penalty (or at least reduce it) for a few hours - drinking more than one cup will give a stronger effect.
4. When the effect has gone, you will get back to your normal tiredness
5. If going to sleep while coffee still has effect, your first hours of sleep will be of less effect (most people drinking coffee just before going to bed know this ;))
6. If you drink coffee too often, you will start seeing a slight negative effect unless you're under the effect of coffee. This effect will go away if you stop drinking coffee for some time (a week or so).

So while the coffee may be more of a gimmick than really important gameplay, I think it will be fun to make and help increase the immersion factor a little bit higher :)
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Rachel Briere
 
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Post » Mon May 02, 2011 7:25 pm

Did work some more on the bedroll functionality yesterday, and is close to get them to work as I want. That is:

1. Work well together with See You Sleep - something other bedroll mods don't
2. No savegame bloat (of course)
3. No jail bug (like the original Bors Bedrolls mod had)
4. You can pick up and put down any number of bedrolls (unlike the 1.4 version of Bors Bedrolls that fixes the bloat by only letting you put down one, and then move that around).
5. If you pick up a bedroll, chances are high that some beggar will put down a new bedroll in that spot.
6. If you put down a bedroll and leave it, it will probably have been taken if you come by a few days later - unless you put it down inside one of your houses.


Great stuff. You guys are Mod Magicians!

As for the coffee, it's still on the idea stage, but what I have in mind is something like this:
1. Buyable from most inns.
2. If you drink it without being tired, maybe some slight boost to a stat or two for the duration of its effect.
3. If you drink it while tired, it will remove the tiredness penalty (or at least reduce it) for a few hours - drinking more than one cup will give a stronger effect.
4. When the effect has gone, you will get back to your normal tiredness
5. If going to sleep while coffee still has effect, your first hours of sleep will be of less effect (most people drinking coffee just before going to bed know this ;))
6. If you drink coffee too often, you will start seeing a slight negative effect unless you're under the effect of coffee. This effect will go away if you stop drinking coffee for some time (a week or so).

So while the coffee may be more of a gimmick than really important gameplay, I think it will be fun to make and help increase the immersion factor a little bit higher :)



Not sure about the `coffee` idea as it`s going a bit away from the feel of Lore and the ancient\medievel feel. maybe you can call the coffee something else just to make it sound more `Morrowind or Oblivion` like `Kaffee`: a drink very much like coffee of our modern world, but made from an Oblivion plant? Just a thought.
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ILy- Forver
 
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Post » Tue May 03, 2011 9:30 am

As for the coffee, it's still on the idea stage, but what I have in mind is something like this:
1. Buyable from most inns.
2. If you drink it without being tired, maybe some slight boost to a stat or two for the duration of its effect.
3. If you drink it while tired, it will remove the tiredness penalty (or at least reduce it) for a few hours - drinking more than one cup will give a stronger effect.
4. When the effect has gone, you will get back to your normal tiredness
5. If going to sleep while coffee still has effect, your first hours of sleep will be of less effect (most people drinking coffee just before going to bed know this ;))
6. If you drink coffee too often, you will start seeing a slight negative effect unless you're under the effect of coffee. This effect will go away if you stop drinking coffee for some time (a week or so).

So while the coffee may be more of a gimmick than really important gameplay, I think it will be fun to make and help increase the immersion factor a little bit higher :)


I think the basic premise is excelent, just second the suggestion to change the name from "Coffee" to some medieval/lorish equivalent
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Harry-James Payne
 
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Post » Mon May 02, 2011 9:06 pm

change the name from "Coffee" to some medieval/lorish equivalent

Coffee drinking began in the middle ages (late 1400s). But that's almost beside the point. In a game which includes tobacco, corn and tomatoes, we can hardly fault coffee for being anachronistic.
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Wayne W
 
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Post » Tue May 03, 2011 9:48 am

Thanks for comments. I've had some progress (but not yet ready for release).

Bedrolls are finished - though not buyable anywhere (I'm not sure I will bother adding that).

The bedrolls are 100% "See You Sleep" compatible. You will now see yourself sleep in all bedrolls, including the ones you place yourself, and the bedrolls you choose to pick up will not disappear until See You Sleep's get-up animation is completed. This is achieved without making it See You Sleep-dependant (of course). Thanks again to the OBSE team which have given me the tools :foodndrink:


I have working "Kaffe" (I plan to use the Norwegian name, inspired by Shield Watcher's suggestions). For now, you can have the combined effect of up to three (adjustable in the ini) drinks, but each Kaffe you drink will have less positive effect than the previous (but it will get back up to max in 24hrs - maybe I should put it back up to max after a good night's sleep too?). And each Kaffe will make you 1hr more tired when the effect goes out.

But the Kaffe effect needs to be tested and streamlined a bit more, and maybe get get some more functionality - and I need to get it added to Inn merchants.
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LuBiE LoU
 
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Post » Tue May 03, 2011 7:30 am

I upgraded OBSE from v17 to v18 beta 4 yesterday and now when resting the PC is losing, not recovering, attribute values. Resting for the full recommended time, or longer, leaves the PC exhausted. Any ideas what may be causing this?

My load order is below. Of the mods loading after Real Sleep Extended, only Map Marker Overhaul and Alive Waters were added yesterday as well.

Oblivion.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Progress.esm
MD_Saddle_Master.esm
All Natural Base.esm
HrmnsOblivionScriptOptimizationv1.0.esp
DLCShiveringIsles.esp
DLCHorseArmor.esp
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
DLCHorseArmor - Unofficial Patch.esp
Denock Arrows.esp
RD-TimeKeeper-v1-3-5minUpdate.esp
P1DmenuEscape.esp
Toggleable Quantity Prompt.esp
Cobl Glue.esp
Cobl Si.esp
Cobl Tweaks.esp
RealisticFatigue.esp
RealisticHealth.esp
Living Economy.esp
Living Economy - Items.esp
Crowded Roads.esp
aaaBorsBedrolls.esp
Cutthroat Merchants.esp
Oscuro's_Oblivion_Overhaul.esp
OOO 1.32-Cobl.esp
OOO-Water_Weeds.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
nGCD.esp
Disable Tutorial Text.esp
nGCD Oghma Infinium.esp
GW71_Life_Detect.esp
ProgressMBSP.esp
RshAlchemy.esp
Syc_AtHomeAlchemy.esp
MD Saddlebags v3.0.esp
MD Saddlebags v3.0 Alternative Trader Script.esp
attack and hide harder v2.0.esp
Drop Lit Torches Weight.esp
Dark Dungeons - SI.esp
Dungeon Actors Have Torches 1.6 DT.esp
Exterior Actors Have Torches 1.3 DT.esp
StealthOverhaul.esp
PersuasionOverhaul.esp
RealSleepExtended.esp
Alternative Start by Robert Evrae.esp
Enhanced Grabbing.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - Natural Weather.esp
'Eagle Eye' Realistic Archery v1.0 Fixed.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
AliveWaters.esp
AliveWaters - Koi Addon.esp
AliveWaters - Slaughterfish Addon.esp
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casey macmillan
 
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Post » Tue May 03, 2011 8:25 am

I upgraded OBSE from v17 to v18 beta 4 yesterday and now when resting the PC is losing, not recovering, attribute values. Resting for the full recommended time, or longer, leaves the PC exhausted. Any ideas what may be causing this?
That's not good. Can you please try to set debug to 1 in RSE's ini file. Then go to sleep, and after having waked up, open the console and report all console messages after then one saying something like "Planning to sleep at..." If you can provide me that, I will at least have a chance to find out what's happening. But I can try to test a bit here too.
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Cat
 
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Joined: Mon Dec 18, 2006 5:10 am

Post » Tue May 03, 2011 5:47 am

That's not good. Can you please try to set debug to 1 in RSE's ini file. Then go to sleep, and after having waked up, open the console and report all console messages after then one saying something like "Planning to sleep at..." If you can provide me that, I will at least have a chance to find out what's happening. But I can try to test a bit here too.


The console output is (less the prefixes):

Planning to sleep at 209
optimal wake is 16.3
Been awake for 48.77. Optimal is 16.32 Tiredness is 32.00
attribute decrease is 0.3200 of each individual attribute


The ini file is included below

; RealSleepExtended.ini
; =====================
;
; Version: 2.1.1
; Author: Ole Boe / TheNiceOne
;

; RealSleepExtended Settings
; --------------------------
;
; Enables or disables the sleep part of the mod (but not the time adjustment). 0: Enabled, 1: Disabled
set RSE.disabled to 0
; Enables or disables debug messages. 0: Enabled, 1: Disabled
set RSE.debug to 1

;-----------------------------In-game sleep settings
; Set to 1 to make sleep inside during day have full effect. Default 0
set RSE.daySleeper to 0
; Set to 1 to make you need sleep if while vampire. When being vampire, sleep during day has best effect. Default 1
set RSE.sleepyVampire to 1
; The number of hours a player with zero Endurance can go without sleep. Default 8
set RSE.minWake to 6
; The additional number of hours a player with 100 Endurance can go without sleep. Default 20
set RSE.enduranceFactor to 24
; Thus a player with 50 Endurance can go minWake + enduranceFactor * 0.5 = 18h if using default settings
; The number of additional hours a player can stay awake if sleeping extra long
; This is in addition to the hours calculated from minWake and enduranceFactor. Default 4
set RSE.additionalHours to 4
; maxTiredness is the maximum ours of tiredness before the player stops being more sleepy.
; When this is passed, the mod stops counting additional hours. Default 24
set RSE.maxTiredness to 36
; attibuteDecrease is the number of hours that go between each time the mod decreases all attributes by 1 due to tiredness
; 1 means that all attributes will decrease for each hour of tiredness. 0 disbales this and enables percentageDecrease instead. Default 0
set RSE.attributeDecrease to 0
; percentageDecrease is the decrease in % of each attribute per hour of tiredness. If Strength is 60, a value of 0.75 means that Strenght
; will decrease by 60 * 0.75 / 100 = 0.45 per hr of tiredness - almost one per 2 hr of tiredness.
; This setting is ignored if attributeDecrease is non-zero. Default 0.75
set RSE.percentageDecrease to 1.0
; Maximum effective sleep hours needed to become rested, regardless of how long you have stayed awake
; Set to 0 to disable this maximum limit. Default 12
set RSE.maxSleepNeeded to 18
; The Minimum number of hours awake that one hour of perfect sleep will compensate for.
; This makes sure that players with very low Endurance (below 40 with default minWake/enduranceFactor settings)
; will not need too much sleep. Default 2
set RSE.minSleepEffectiveness to 2
; Set effectiveness of sleep when outside in %. Default is 70-90
; The effectiveness of a player rises from min to max with Willpower.
; A player with 0 Willpower uses min, a player with 100 Willpower uses max, and a player with 40 Willpower uses 70 + (90-70)*40/100 = 78
; Set RSE.outdoorMinEffectiveness to 100 to make sleep outside just as effective as inside (outdoorMaxEffectiveness is then ignored)
set RSE.outdoorMinEffectiveness to 70
set RSE.outdoorMaxEffectiveness to 90
; Set effectiveness of sleep when inside in %. Set values below 100 for roleplaying ranger types. Default is 100
set RSE.indoorEffectiveness to 100
; Set effectiveness of sleep when sleeping in bedrolls in %. Default is 60-90
; The effectiveness of a player rises from min to max with Agility, in the same way as for outside sleep above.
; Set Min to 100 to make bedroll sleep fully effective
set RSE.bedrollMinEffectiveness to 60
set RSE.bedrollMaxEffectiveness to 90
; Set effectiveness of sleep when sleeping in normall beds in %. Default is 100
; The effectiveness of a player rises from min to max with Agility, in the same way as for bedrolls.
; Set Min to 100 to make bedroll sleep fully effective
set RSE.bedMinEffectiveness to 80
set RSE.bedMaxEffectiveness to 100
; Set effectiveness of sleep when sleeping elsewhere in %. Default is 50-80
; The effectiveness of a player rises from min to max with Agility, in the same way as for beds/bedrolls.
; Set Min to 100 to make bedroll sleep fully effective
set RSE.elsewhereMinEffectiveness to 50
set RSE.elsewhereMaxEffectiveness to 80

;------------------------------Message display settings
; Set to 1 to see sleep stats when opening sleep, wate or stat menus. Set to 0 to hide sleep stats. Default 1
set RSE.showMenuMessage to 1
; Set to 1 to see sleep stats when getting sleepy during play. Set to 0 to hide sleep stats. Default 1
set RSE.showInGameMessage to 1

;------------------------------Time-adjustment settings
; Set to 1 to enable dynamic time adjustment. 0 to disbale. Default 1
set RSE.timeAdjustment to 1
; 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 20
; Note that if more than one of the below applies, the one with the lowest timescale will be used.
; E.g. with default settings, if in combat while inside, the timescale is 5.
; If you set one of the settings below to 0, the mod will ignore that state.
; Set timescale when standing still - i.e. not moving. Default 5
set RSE.timeStanding to 6
; Set timescale when in combat. Default 10
set RSE.timeCombat to 10
; Set timescale when sneaking. Only applies while NOT running. Default 10
set RSE.timeSneaking to 10
; Set timescale when inside. Default 5
set RSE.timeInterior to 6
; Set timescale when walking. Default 0 (not used)
set RSE.timeWalking to 0
; Set timescale when running. Default 0 (not used)
set RSE.timeRunning to 0
; Set timescale when swimming (and moving). Default 0 (not used)
set RSE.timeSwimming to 0
; Set timescale when riding (and moving). Default 0 (not used)
set RSE.timeRiding to 0
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Tue May 03, 2011 1:10 am

The console output is (less the prefixes):

Planning to sleep at 209
optimal wake is 16.3
Been awake for 48.77. Optimal is 16.32 Tiredness is 32.00
attribute decrease is 0.3200 of each individual attribute

Thanks. The ini file seemed OK, but there's something important missing from the console output. And it shows that RSE never registers that the player actually sleeps. So the time slept is counted as normal wake time.

Can you do some more tests for me? Go to sleep (still with debug set to 1) for at least 10 hours or so. Then, after having slept for most of the time, but not yet completed the sleep, open the console and do the following:

1. Confirm that the "RealSleepExtended planning to sleep..." message is written.
2. Look for the missing "RealSleepExtended sleeping at ..." message. If this is written, the sleep should work.

Assuming the second message is still missing, write the following to the console, and report the answers

3. show RSE.fQuestDelayTime
4. show RSE.sleepStart
5. show RSE.lastSleepUpdate
6. show RSE.RSPlayerSlept
7. show RSE.disabled
8. set RSE.RSi to player.IsWaiting
9. show RSE.RSi
10. set RSE.RSi to IsPCSleeping
11. show RSE.RSi

I hope you can do this, as it may tell me why the sleep isn't registered at your game. Thanks :)

Hope you can do this. To me it seems that
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Tue May 03, 2011 4:27 am

Thanks. The ini file seemed OK, but there's something important missing from the console output. And it shows that RSE never registers that the player actually sleeps. So the time slept is counted as normal wake time.

Can you do some more tests for me? Go to sleep (still with debug set to 1) for at least 10 hours or so. Then, after having slept for most of the time, but not yet completed the sleep, open the console and do the following:

1. Confirm that the "RealSleepExtended planning to sleep..." message is written.
2. Look for the missing "RealSleepExtended sleeping at ..." message. If this is written, the sleep should work.

Assuming the second message is still missing, write the following to the console, and report the answers

3. show RSE.fQuestDelayTime
4. show RSE.sleepStart
5. show RSE.lastSleepUpdate
6. show RSE.RSPlayerSlept
7. show RSE.disabled
8. set RSE.RSi to player.IsWaiting
9. show RSE.RSi
10. set RSE.RSi to IsPCSleeping
11. show RSE.RSi

I hope you can do this, as it may tell me why the sleep isn't registered at your game. Thanks :)

Hope you can do this. To me it seems that


"RealSleepExtended planning to sleep..." message is written.
"RealSleepExtended sleeping at ..." message is missing.

RSE.fQuestDelayTime = 0.0100
RSE.sleepStart = 213.0434
RSE.lastSleepUpdate = 225.0435
RSE.RSPlayerSlept = 0.0000
RSE.disabled = 0.0000
after set RSE.RSi to IsPCSleeping, RSE.RSi = 6.0000
after set RSE.RSi to player.IsWaiting, RSE.RSi = 0.0000
after set RSE.RSi to IsPCSleeping, RSE.RSi = 0.0000

The commands were entered while not waiting. Is that OK? I missed setting RSi to player.IsWaiting first time round, hence why setting to IsPCSleeping appears twice.

In case its relevant: the PC is in the above ground part of a fort without a bedroll at 9am game time.
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saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue May 03, 2011 12:33 am

after set RSE.RSi to IsPCSleeping, RSE.RSi = 6.0000
after set RSE.RSi to player.IsWaiting, RSE.RSi = 0.0000
after set RSE.RSi to IsPCSleeping, RSE.RSi = 0.0000

The commands were entered while not waiting. Is that OK? I missed setting RSi to player.IsWaiting first time round, hence why setting to IsPCSleeping appears twice.
The IsPCSleeping seems to be the problem. Just to be sure, the first time you got 6 and that was when actually sleeping? And the second time you got 0, that was while sleeping too?

The reason I ask, is that IsPCSleeping is a CS function that returns 1 if the player is sleeping, and 0 if not - and it is the function RealSleepExtended uses to find out if the player is sleeping or not. So if this function returns 0 (or 6) while sleeping, there is something really strange going on in your game.

So please confirm that thos values were returned while actually sleeping, and please try steps 10/11 again a couple of times.

In case its relevant: the PC is in the above ground part of a fort without a bedroll at 9am game time.
Without bedroll? How do you manage to sleep then?
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Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Mon May 02, 2011 11:22 pm

...
Without bedroll? How do you manage to sleep then?


I seem to have misinterpreted the message about sleep required when initiating a wait and this bit of the readme file:
* Sleep in bedrolls is less effective and [b]sleep outside both beds and bedrolls even more[/b],  but will be more effective the higher Agility you have. It is also possible to tweak the ini to  make it the other way around for ranger type roleplayers.

I took this to mean that waiting would act as low quality sleep as I don't know of any way to explicitly sleep outside without a bed/bedroll. Is there a way to do that? Either way, I apologise for raising the possibility of a problem which its clear now doesn't exist.
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Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

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