[RELz] Real Sleep Extended

Post » Tue May 03, 2011 2:26 am

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?

OK, I see what you mean. There are a few sleepable altars in the game, and at least one sleep-anywhere mod, which would use this setting. But I have had requests for making wait function as less effective sleep before, so I might as well add that as a possible option since I'm working with an update to RSE anyway.

Either way, I apologise for raising the possibility of a problem which its clear now doesn't exist.
No problem. An error report now and then keep me focused, and it is just so much better when it turns out that there was no error anyway :lol:
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Tue May 03, 2011 2:59 am

Real Sleep Extended version 2.3 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.

From the changelog:

* Added portable bedrolls.
To help you combat the tiredness, you can pick up and carry any bedroll found in the game by activating it, or buy it from vendors that stock travel equipment. The bedroll can later be placed anywhere you want. Beware that if you place it in a non-safe place, you can expect someone else to take it. Beggars will often replace the bedrolls you took with new bedrolls for their own use.

This bedroll feature is superior to any existing stand-alone bedroll mod, because it is the only that allows multiple bedrolls to be placed without causing savegame bloat, is the only that is fully compatible with See You Sleep and is the only where the beggars can place out new bedrolls where you took one.


* Added Kaffe (coffee).
You can now buy coffe drinks (named Kaffe) from most alchemists or inn owners. Drinking Kaffe will make you less tired for a while and drinking more than one cup will help even more, but beware: When the effect is gone, you end up even more tired than before, and don't expect the later cups to work as well as the first that day. Furthermore, your sleep will suffer if you go to sleep a short time after drinking Kaffe.


* Added awareness of mods this moves the time fast forward, and don't make you more tired when this happens.
This allows mods like Kuertee's Alternatives to death and reload to move the time forward without making the player more tired.


* Added the option of not making you tired when waiting.
...with a new setting.


* Improved the OBMM installation script.
You will now need slightly fewer clicks to set up everything.
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Tue May 03, 2011 2:36 am

Wow, great stuff. I see you used the `Kaffee` idea. I`m glad you made your own name version :) . I write fantasy stories and whenever I want to use something from the real world I just change it`s name to fit the fantasy world better. Nothing worse than someone selling `Coca cola` in a Medievel fantasy tavern.

D\ling now.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Tue May 03, 2011 11:10 am

Have you considered using the You Are Here mod for your dynamic time scale component? You could really fine tune your time scale if you were to use that as well. For instance have a different value when you're in a city than if your were out in the wilderness.
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Mon May 02, 2011 8:55 pm

Have you considered using the You Are Here mod for your dynamic time scale component? You could really fine tune your time scale if you were to use that as well. For instance have a different value when you're in a city than if your were out in the wilderness.
I have considered it, but don't really want to make it dependent on You Are Here. I know enough about scripting now to be able to use it if present without making it dependent on it, so maybe I'll take a stab at that - after I am content with Enhanced Economy and have released a new version of Map Marker Overhaul.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Tue May 03, 2011 3:05 am

Hello,

Got a reproductible CTD using RSE. Happens while Im on Windfall, and (not sure if its relevant) Im over-encumbered. The moment I drop the bedroll the game CTD?s. I enabled RSE debug and installed conscribe, and got this:

Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x000001D3 Command: Let (0x1765)
Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x0000022B Command: Let (0x1765)

Thanks!
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Mon May 02, 2011 9:52 pm

Hello,

Got a reproductible CTD using RSE. Happens while Im on Windfall, and (not sure if its relevant) Im over-encumbered. The moment I drop the bedroll the game CTD?s. I enabled RSE debug and installed conscribe, and got this:

Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x000001D3 Command: Let (0x1765)
Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x0000022B Command: Let (0x1765)

Thanks for the report, and the offset is of help too, though not 100% reliable. But did you really enable RSE debug (set debug to 1 in RSE's ini file)? I ask, because just before the written offsets in the code, there is supposed to be written some debug text to the console, and getting that text would be of great help in finding the problem. I haven't used conscribe myself, but I would think RSE's debug messages should get in there just before the CTD.

So if you can make sure that debug is set to 1 in RSE's ini file, and then report back, that would hopefully help me. Just one question: Is this the first bedroll you drop, or have you dropped some earlier?
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Tue May 03, 2011 7:52 am

Thanks for the report, and the offset is of help too, though not 100% reliable. But did you really enable RSE debug (set debug to 1 in RSE's ini file)? I ask, because just before the written offsets in the code, there is supposed to be written some debug text to the console, and getting that text would be of great help in finding the problem. I haven't used conscribe myself, but I would think RSE's debug messages should get in there just before the CTD.

So if you can make sure that debug is set to 1 in RSE's ini file, and then report back, that would hopefully help me. Just one question: Is this the first bedroll you drop, or have you dropped some earlier?


Hello!

My ini file was like that:

; Enables or disables debug messages. 0: Enabled, 1: Disabled
set RSE.debug to 0

But indeed, changing it to 1 gave a bit more info before the ctd!

RSE:placed unused bedroll 00000000 at index 0
Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x000001D3 Command: Let (0x1765)
Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x0000022B Command: Let (0x1765)
RSE:Will remove bedroll 00000000 in 52.80 hours

This is not the first bedroll I drop, but everytime I drop I get the bedroll back, never "left" one.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Tue May 03, 2011 1:18 am

Thanks, the additional debug info confirmed what I suspected. For some reason, my array of unused bedroll references suddenly contain a 0 (i.e. illegal) reference. I thought that was not possible, but it may actually be possible that the game removes it after some time. This is actually a reference to one of the former bedrolls you had picked up, which I just disabled when you "picked" it up, and it may be possible that the Oblivion engine removes it when its cell is reset.

I will make a version pretty soon which checks agains this. In the meantime, you can remove the bedroll from your inventory by placing it in any container, or by opening the console and writing "player.removeItem xx018D3A 1" where xx is the load order of RSE in your game (the number Wrye Bash lists it as). You will not be able to place any bedrolls until my bugfix however, but it should be out later today.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Tue May 03, 2011 4:44 am

...and now version 2.3.1 is available.

The only change from 2.3 is that I now check for possible cleanup of unused bedrolls, thus avoiding the CTD that koki373737 reported. At least I expect the CTD to be fixed now. It would be nice if you could test 2.3.1 and report back, koki373737.
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Tue May 03, 2011 3:02 am

Hello!

Thanks for taking the time to check it ! Unfortunantly, even with the new version (2.3.1) I got the same behavior:

Debug Text -> On
RSE:placed unused bedroll 00000000 at index 0
Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x00000260 Command: Let (0x1765)
Error in script a7018d39
Attempting to call a function on a NULL reference or base object
File: RealSleepExtended.esp Offset: 0x000002B8 Command: Let (0x1765)
RSE:Will remove bedroll 00000000 in 27.84 hours

Just to check I also tried with OBSE 18 beta 5, but got the same behaviour
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Tue May 03, 2011 6:08 am

Thanks for taking the time to check it ! Unfortunantly, even with the new version (2.3.1) I got the same behavior:
:( I now do a check that the reference is non-null just before that part of the code (and one other place) - or at least that's what I think I do. But I guess I need to add a check if the reference is valid too, just to be sure. I'll check a bit, and will do another update this evening.
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Mon May 02, 2011 10:55 pm

Ok, I got good advices from scruggsywuggsy in the OBSE thread, so I understood fully what went on with koki373737's bedrolls. So I have rewritten and tested the bedroll code now, and therefore upgraded RSE to 2.3.2.

Available from http://www.tesnexus.com/downloads/file.php?id=24649 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170. :)
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Tue May 03, 2011 7:57 am

Ok, I got good advices from scruggsywuggsy in the OBSE thread, so I understood fully what went on with koki373737's bedrolls. So I have rewritten and tested the bedroll code now, and therefore upgraded RSE to 2.3.2.

Available from http://www.tesnexus.com/downloads/file.php?id=24649 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170. :)


Hello TheNiceOne

Thank you for pursuing this one till the end! :clap: The bedroll I had vanished, but I expect this is the correct behavior, since in a way it "didnt exist" anymore?
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Tue May 03, 2011 1:26 am

Thank you for pursuing this one till the end! :clap: The bedroll I had vanished, but I expect this is the correct behavior, since in a way it "didnt exist" anymore?
Bedrolls you place will vanish after a while unless you place them in a safe interior location, since there are more than enough beggars around who would like a new bedroll - especially since you may have taken theirs :)

You can control the time before it vanishes in the ini file.

But if you had it in your inventory, it shouldn't have vanished - I hope that wasn't the case?
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Tue May 03, 2011 5:58 am

Bedrolls you place will vanish after a while unless you place them in a safe interior location, since there are more than enough beggars around who would like a new bedroll - especially since you may have taken theirs :)

You can control the time before it vanishes in the ini file.

But if you had it in your inventory, it shouldn't have vanished - I hope that wasn't the case?


Yeah, it was in my inventory. Its was odd because this time when I loaded the savegame I wasnt over-encumbered anymore.. checked and the bedroll had vanished
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Tue May 03, 2011 6:26 am

Yeah, it was in my inventory. Its was odd because this time when I loaded the savegame I wasnt over-encumbered anymore.. checked and the bedroll had vanished
That was not planned, but may be a side effect of the changes. Have you tried picking up (or buying) a new bedroll, and then placing that, etc. I did so yesterday and everything seemed to work fine - after the fixes. I managed to provoke the same bug you had before I fixed it, so I'm pretty sure it is fixed now - but there is always the chance of one more bug :(
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Mon May 02, 2011 8:03 pm

Hey, trying to get this to work but for some reason doesn't seem to be working for me. I haven't tried any other beds yet but when I go to sleep in the bed in the Anvil inn, it doesn't register that I slept. It says I need 5 hours, so I sleep for 6 hours and then when I wake up it says I need 8 hours of sleep and i get minuses to my stats. I slept for 8 hours then it said I needed 12 hours of sleep. What could be causing this? Could it be because I am using DARN? Although I don't know why I am thinking that might be the problem. My load order:

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  EnhancedWeather.esm  [Version 1.3.9]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.62]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Enhanced Daedric Invasion.esm09  CyrodiilUpgradeResourcePack.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9a7]0C  Better Cities Resources.esm0D  Progress.esm  [Version 2.2]0E  Fort Akatosh.esm0F  CM Partners.esm10  Toaster Says Share v3.esm11  HorseCombatMaster.esm12  Unofficial Oblivion Patch.esp  [Version 3.2.0]13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  Better Cities .esp16  Francesco's Optional Leveled Quests-SI only.esp17  Francesco's Optional Chance of Stronger Bosses.esp18  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]19  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Fran Armor Add-on.esp1C  Fran_Lv30Item_Maltz.esp1D  EnhancedWeather.esp  [Version 1.3.5]1E  EnhancedWeather - SI.esp  [Version 1.3]1F  EnhancedWeather - Enhanced Seasons.esp  [Version 1.3.1]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]20  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]21  phinix-waterfix.esp22  WindowLightingSystem.esp23  300_Lore_Dialogue_Updated.esp24  CLS-CMHotKeys-OBSE.esp25  ImpeREAL Empire - Unique Forts.esp26  RAEVWD Cities.esp  [Version 1.4]27  RAEVWD New Sheoth.esp  [Version 1.3.3]28  RAEVWD Imperial City.esp  [Version 1.4]29  Living Economy - Items.esp2A  Enhanced Economy.esp  [Version 2.1.2]2B  moDem's City Life - BP Compat.esp2C  Choices and Consequences.esp2D  Improved Hotkeys.esp  [Version 1.1]2E  DLCHorseArmor.esp2F  DLCOrrery.esp30  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 0.1]31  DLCSpellTomes.esp32  Slof's Male Clothing.esp33  PersuasionOverhaul.esp  [Version 1.4]34  SoT_Rise of Sheogorath.esp35  Sheogoraths_Accords_of_Madness.esp36  Mage Equipment - No Manni.esp37  AncientTowers.esp38  ExnemRuneskulls.esp39  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]3A  Slof's Oblivion Robe Trader.esp3B  Cobl Glue.esp  [Version 1.62]3C  Cobl Si.esp  [Version 1.61]3D  OOO 1.32-Cobl.esp  [Version 1.60]++  FCOM_Cobl.esp  [Version 0.9.9]3E  MIEO-lvl-ae.esp3F  Bob's Armory Oblivion.esp40  FCOM_BobsArmory.esp  [Version 0.9.9]41  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]42  Oblivion WarCry EV.esp43  FCOM_WarCry.esp  [Version 0.9.9]44  FCOM_WarCryNoSpawn.esp  [Version 0.9.9]45  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]46  FCOM_Convergence.esp  [Version 0.9.9]47  FCOM_OscurosOverhaul.esp  [Version 0.9.8]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]48  FCOM_RealSwords.esp  [Version 0.9.9]49  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]4A  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3]4B  Mart's Monster Mod - More Passive Wildlife.esp++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]4C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b1]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]4D  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]4E  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]4F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]50  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3]51  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Farm Animals.esp53  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3]54  TamrielTravellerAdvScript.esp  [Version 1.39c]55  TamrielTravellers4OOO.esp  [Version 1.39c]56  TamrielTravellersItemsCobl.esp  [Version 1.39c]57  ShiveringIsleTravellers.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]58  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]59  FCOM_MoreRandomItems.esp  [Version 0.9.9]5A  TIE In.esp  [Version 1.2b]++  TIE In - ExnemRuneskulls.esp  [Version 1.2b]++  TIE In - Cobl.esp  [Version 1.2b]5B  TIE In - FCOM Convergence.esp  [Version 1.2b]++  TIE In - RealSwords.esp  [Version 1.2b]++  TIE In - MMM Craft.esp  [Version 1.2b]++  TIE In - DiverseGuardUnity.esp  [Version 1.2b]++  TIE In - BobsGuardUnity.esp  [Version 1.2b]5C  Mart's Monster Mod - Shivering Isles.esp5D  Mage Equipment - OOO.esp5E  MMM-Cobl.esp  [Version 1.60]5F  Suliin V1.2.esp60  KvatchRising.esp61  (DC) Kvatch Watch Towers.esp62  300 Regal Imperial City 2.esp63  (DC) Sutch Reborn.esp64  LetThePeopleDrink-Cobl.esp  [Version 2.5]65  Pinevale.esp66  Region Revive - Lake Rumare.esp67  Shezrie's Villages.esp68  TheElderCouncil.esp69  TheElderCouncil_TempleOfTheOne.esp6A  GuardsofCyrodiil.esp6B  GoC&RRLR_comp.esp6C  VaultsofCyrodiilBC.esp6D  Villages1.1.esp6E  za_bankmod.esp6F  DLCFrostcrag.esp70  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]71  FrostcragRebornCobl.esp72  The Lost Spires.esp73  AFK_Weye.esp74  Rumare-AFK_Weye Patch.esp75  Blood&Mud.esp76  Origin of the Mages Guild.esp  [Version 6]77  TheNecromancer.esp78  MannimarcoComplete.esp79  MannimarcoRevisited.esp7A  FCOM_Blood&Mud.esp  [Version 0.9.9]7B  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]7C  FCOM_OMGSRT.esp  [Version 0.9.9]7D  Enhanced Daedric Invasion.esp7E  RoS_Enhanced Daedric Invasion Compatability.esp7F  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]80  ElsweyrAnequina.esp81  road+bridges.esp  [Version 4.4.4]82  Vergayun.esp  [Version 1.0.1]83  Faregyl.esp  [Version 1.0.6]84  LebinorTownV1.esp85  FortAkatosh.esp86  FortAkatosh-NewRoads&Bridges patch.esp87  xuldarkforest.esp  [Version 1.0.3]88  LostSpires-DarkForest patch.esp89  xulStendarrValley.esp  [Version 1.2.1]8A  xulTheHeath.esp8B  XulEntiusGorge.esp8C  KvatchAftermath-EntiusGorge compatibility patch.esp8D  TheNecromancer-EntiusGorge patch.esp8E  xulFallenleafEverglade.esp  [Version 1.3.1]8F  LostSpires-Everglade patch.esp90  TheElderCouncil-FallenleafEverglade patch.esp91  xulColovianHighlands_EV.esp92  xulChorrolHinterland.esp  [Version 1.2.2]93  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]94  SutchReborn-LostCoast patch.esp95  xulBravilBarrowfields.esp  [Version 1.3.1]96  xulLushWoodlands.esp  [Version 1.3]97  xulAncientYews.esp  [Version 1.4.1]98  xulAncientRedwoods.esp  [Version 1.6]99  xulCloudtopMountains.esp  [Version 1.0.1]9A  xulArriusCreek.esp  [Version 1.1.2]9B  xulPatch_AY_AC.esp  [Version 1.1]9C  xulRollingHills_EV.esp  [Version 1.3.2]9D  xulPantherRiver.esp9E  xulRiverEthe.esp  [Version 1.0.1]9F  xulBrenaRiverRavine.esp  [Version 1.0.2]A0  xulImperialIsle.esp  [Version 1.6.2]A1  xulBlackwoodForest.espA2  NRB4+UL-II+LtPD Patch.esp  [Version 2.1]A3  bartholm.espA4  RR - LTPDPatch.espA5  NRB4+RR Patch.esp  [Version 1.0]A6  JQ-Fighters_Guild_United.espA7  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]A8  NPC new clothes V2.6.espA9  Harvest [Flora].esp  [Version 3.0.0]AA  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]AB  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]AC  CUO_Dwemer.espAD  CUO_FightersGuildContracts_SAFE.espAE  CUO_MerchantUpdate_SAFE.espAF  CUO_NewFactionDialog_SAFE.espB0  Dismiss Guards for SI.espB1  Salmo the Baker, Cobl.esp  [Version 3.08]B2  talkwithyourhands PI4.esp----> Delinquent MASTER: personality_idles4.espB3  Wrye Shivering.esp  [Version 08]B4  Feudal Empire 300.espB5  DLCHorseArmor_300WhiteStallion.esp  [Version 1.1]B6  TIE In - Rebalance.esp  [Version 1.2b]B7  TIE In - Salmo, Cobl.esp  [Version 1.2b]B8  TIE In - SlofsHorses.esp  [Version 1.2b]B9  TIE In - B&M.esp  [Version 1.2b]BA  TIE In - MannimarcoRevisited.esp  [Version 1.2b]BB  TIE In - DLCOrrery.esp  [Version 1.2b]BC  TIE In - DLCFrostcrag.esp  [Version 1.2b]BD  TIE In - BC-Anvil.esp  [Version 1.2b]BE  Alternate Start Revamped.espBF  RealisticFatigue.espC0  RealSleepExtended.esp  [Version 2.3.1]C1  Advanced Mark & Recall.espC2  Kyoma's Spell Renamer.esp  [Version 2.0.4]C3  JCapes!20.espC4  bgMagicEV.esp  [Version 1.7EV]C5  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]C6  bgMagicEVAddEnVar.esp  [Version 1.68EV]C7  bgMagicEVPaperChase.esp  [Version 1.68EV]C8  SupremeMagicka.esp  [Version 0.89]C9  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_COBL.esp  [Version 0.86]++  SM_EnableCharmChameleon.esp  [Version 0.80]++  SM_EnableRestoreEnchanting.esp  [Version 0.80]CA  SM_EnchantStaff.esp  [Version 0.80]CB  SM_Scrolls.esp  [Version 0.84]CC  SM_SigilStone.esp  [Version 0.83]CD  SM_OOO.esp  [Version 0.89]CE  SM_MMM.esp  [Version 0.89]CF  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]D0  MidasSpells.espD1  Syc_AtHomeAlchemy.espD2  Advanced Magecraft.espD3  No psychic guards v1.2.espD4  RenGuardOverhaul.espD5  RenGuardOverhaulShiveringIsles.espD6  Deadly Reflex 5 - Timed block and 150% damage.espD7  DeadlyReflex 5 - Combat Moves.espD8  SM_DeadlyReflex.esp  [Version 0.86]D9  nGCD.espDA  nGCD Birthsigns.espDB  nGCD Oghma Infinium.espDC  ProgressGSD.esp  [Version 2.0]DD  ProgressMBSP.esp  [Version 2.0]DE  ProgressSBSP.esp  [Version 1.0]DF  ProgressRBSP.esp  [Version 1.0]E0  Legendary Abilities-Shield MOJ.espE1  Nanite's Legendary Alchemy.espE2  Grandmaster of Alchemy.espE3  personality_idles4.esp**  Slof's Oblivion Better Beasts.espE4  Beautiful People.espE5  Toaster Says Share Faction Recruitment.espE6  CM Partners.espE7  CM Partners Special NPCs.espE8  CM Partners NPC NE.espE9  CM Partners More NPCs NE.espEA  CM Partners Extra NPCs.espEB  Better Cities Full - B&M Edition.espEC  Better Cities - Full City Defences.espED  Better Cities - Unique Landscape Barrowfields.espEE  Better Cities - Unique Landscape Chorrol Hinterland.espEF  Better Cities - No LEYAWIIN Flooding.espF0  Better Imperial City.espF1  Better Cities - COBL.esp  [Version 0]F2  [GFX]_Initial_Glow-all.espF3  bgMagicEVShader.esp  [Version 1.7EV]F4  bgMagicLightningbolt.espF5  Get Wet.esp**  NRB4 Standard Road Record.espF6  Bashed Patch, 0.espF7  Streamline 3.1.esp

User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Tue May 03, 2011 9:44 am

Hi, your mod really interested me, but i have a small question, i like making characters and not leveling them, sometimes because of trying to train in every level and sometimes because i don't want to drastically change the enemies by quickly levelling, while this mod sounds cool, i realize that it literally forces you to sleep, is there any way to not level up when sleeping?
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Tue May 03, 2011 7:22 am

You should get one of the leveling mods. Such as OblivionXP or Realistic leveling
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Tue May 03, 2011 7:10 am

Hey, trying to get this to work but for some reason doesn't seem to be working for me. I haven't tried any other beds yet but when I go to sleep in the bed in the Anvil inn, it doesn't register that I slept. It says I need 5 hours, so I sleep for 6 hours and then when I wake up it says I need 8 hours of sleep and i get minuses to my stats. I slept for 8 hours then it said I needed 12 hours of sleep. What could be causing this? Could it be because I am using DARN? Although I don't know why I am thinking that might be the problem.
I'm using Darn myself. I really don't have any idea what your problem is and I haven't heard of anything like it before (except for one person, but it turned out he was only resting, not sleeping).

If you can help me a bit, I can hopefully find the problem:
Open your RealSleepExtended.ini file and look for the line saying "set RSE.debug to 0", and change it to "set RSE.debug to 1". Then load your savegame and go to sleep again. After you've waked up, open the console and report the debug text RSE has written in the console. With that text there's at least a chance for me to find out.

Edit: I see you're using RSE 2.3.1, but you should upgrade to 2.3.2 to avoid the possible bedroll CTD.


Hi, your mod really interested me, but i have a small question, i like making characters and not leveling them, sometimes because of trying to train in every level and sometimes because i don't want to drastically change the enemies by quickly levelling, while this mod sounds cool, i realize that it literally forces you to sleep, is there any way to not level up when sleeping?
The best I can think of, is to install Realistic Leveling, edit its ini and set "set aaRealisticLeveling.levelMax to #", where # is a really low number (10 or less). This number is the level you will reach when all your skills reach 100. So if you set this low, it will take a really long time between level-ups.
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Tue May 03, 2011 2:24 am

That was not planned, but may be a side effect of the changes. Have you tried picking up (or buying) a new bedroll, and then placing that, etc. I did so yesterday and everything seemed to work fine - after the fixes. I managed to provoke the same bug you had before I fixed it, so I'm pretty sure it is fixed now - but there is always the chance of one more bug :(


Yes, there was one more bug... the player bug :facepalm: I was in a hurry this morning, installed the new version and forgot to check the esp on Bash.. no wonder the bedroll vanished!
Anyway, tested now with the same save that used to CTD and works fine! :celebration: Thank you very much!

Time to explore Windfall again!

EDIT: That was a quick exploration : ) Something I noticed using the bedroll:

Debug Text -> On
RSE:placed unused bedroll FF0031FD at index 1
(1)RSE:Will remove bedroll FF0031FD in 48.00 hours
(2) RealSleepExtended optimal wake is 11.5
RealSleepExtended Been awake for 35.50 hours. Optimal is 11.50 Tiredness is 24.00
RealSleepExtended attribute decrease is 0.3600 of each individual attribute
RSE:Moved FF0031FD from placedBedrolls 0 to unusedBedrolls 1

I slept on the bedroll during 13h right after (1) and woke at (2).. still it said I was awake for 35 hours, and I had an even bigger penality on my stats. That is to be expected because I was outdoor and sleeping on a bedrool during the day?
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Tue May 03, 2011 11:15 am

I'm using Darn myself. I really don't have any idea what your problem is and I haven't heard of anything like it before (except for one person, but it turned out he was only resting, not sleeping).

If you can help me a bit, I can hopefully find the problem:
Open your RealSleepExtended.ini file and look for the line saying "set RSE.debug to 0", and change it to "set RSE.debug to 1". Then load your savegame and go to sleep again. After you've waked up, open the console and report the debug text RSE has written in the console. With that text there's at least a chance for me to find out.

Edit: I see you're using RSE 2.3.1, but you should upgrade to 2.3.2 to avoid the possible bedroll CTD.


The best I can think of, is to install Realistic Leveling, edit its ini and set "set aaRealisticLeveling.levelMax to #", where # is a really low number (10 or less). This number is the level you will reach when all your skills reach 100. So if you set this low, it will take a really long time between level-ups.



What do you mean he was only resting and not sleeping? There is a difference?

Wait, in your ini it says this:

; Enables or disables debug messages. 0: Enabled, 1: Disabled
set RSE.debug to 0

According to this, 0 is enabled and 1 is disabled, but your saying to set it to 1?

anyway I will try that
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Tue May 03, 2011 10:19 am

Ok did what you said, updated the mod too.

IT says this:

Realsleepextended planning to sleep at 98
realsleepextended optimal wake is 9.2
" " Been awake for 11.92 hours. Optimal is 9.2 Tiredness is 2.00
" " attribute decrease is 0.0300 of each individual attribute

Thats what it says and then I dont get any sleep. Now when I activate a bed, that is resting so I dont understand what you meant by the other person resting and not sleeping as resting is sleeping. The other thing is waiting.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Tue May 03, 2011 1:08 am

I have run into the same problem as BlackRainZ.
No matter for how long I sleep I keep getting more tired.

Debug Info:
RealSleepExtended planning to sleep at 478
RealSleepExtended optimal wake is 10.3
RealSleepExtended Been awake for 9.02 hours. Optimal is 10.25 Tiredness is -2.00
RSE Updating HUD components
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

PreviousNext

Return to IV - Oblivion