RELZWIP tejon's-thread-O-Mods

Post » Wed May 02, 2012 7:10 pm

Good to know with the level cap - I had that wrong all the time.

Regarding the fixed nGCD script: Seems to work! :foodndrink: At least the BathingMod is working now, and that was definitely not the case every time when I′ve tested it. Thank you - you saved my day with this, or rather: week! And it′s not because of that stooopid BathingMod, but knowing that the favorite leveling mod has SOME problem with calculating attribute changes feels somewhat disturbing; I just couldn′t trust any value anymore.
Anyway, now, with a working nGCD as backup option, I′m curious for the successor mod!
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Betsy Humpledink
 
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Post » Wed May 02, 2012 9:54 pm

The maddening part, really, is that the genuinely new stuff was done a full week ago like I initially said it would be. I just totally underestimated how much time I'd spend integrating and updating the old stuff, plus writing completely new documentation and .ini files! But bit by bit, it's getting there. Three out of seven Progress modules are fully updated, with a couple of shiny new sub-features and much better implementation. (A few more utility functions made it into the Fundament core in the process, too.)

One thing that's been kind of cool, is seeing the evolution of OBSE as I go through old scripts. For instance, ProgressRacial is a 15k mod because when I wrote it there was no way to loop through the skills... I had to copy/paste the same code 21 times to handle them all. The replacement is under 2k, and has an extra config option!
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Wayne Cole
 
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Post » Thu May 03, 2012 5:28 am

I am so... so... looking forward to your release of Fundament. :liplick:

I can understand you finding documentation the least favorite part of your work, and thus you should completely ignore the following suggestion should it make the task even more unsatisfying. But... I think were the readme to include more of the philosophy that motivated the creation of Progress (now Fundament), as you explained in your recent interview, it would make for a more meaningful and helpful user document.

I don't know, but it's like for me your mods are not like the majority that plop something down that I want added into my game. Your mods deal with a problem I want eliminated from my game. And as a consequence, when they accomplish what I expect, and solve the problem, they are invisible in my game.

So in particular for the less sophisticated mod user, I think including the types of problems that can be solved by using your mods would be very helpful. There will always be those who download and endorse the latest uber weapon and care nothing about game balance, but I also think there are many intelligent, thoughtful, and discerning individuals among the less sophisticated users. Removing the problems in their game will surly increase the chances they continue playing long enough to progress (pun intended) from less to more sophisticated user.

Again, I need to stress the fact that I really hope I'm not making this documentation process more painful than It needs to be. My sincere apologies if that is the case.

Highest regards,
garx
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Javier Borjas
 
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Post » Wed May 02, 2012 3:08 pm

I am so... so... looking forward to your release of Fundament. :liplick:
You and me both! :P

I get your point regarding documentation... mind you, I'm wary about that sort of thing. There's a fine line between "good presentation" and "brazen self-aggrandizement" and I've seen the latter far too often, even here. (It's most common when there's money to be had, but public attention is also a compelling currency.) I'm usually good at maintaining skepticism without letting it turn into cynicism, but proclamations of Your Problems, Solved! can easily break the dam. When writing descriptions and documentation, I actively veer away from that sort of thing... perhaps a bit too sharply. I'll see if I can ride a little closer to the line. :)
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ZzZz
 
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Post » Wed May 02, 2012 1:39 pm

Today was completely eaten up by range-based Marksman advancement, but I think I've got it nailed. Took four separate event triggers and a fairly large clean-up script, and it's still smaller than the old version! Best part is that the same technique will work for spells, which was a requested feature a while back. That's for tomorrow.

Garx, check your PMs. :whistling:
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Saul C
 
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Post » Wed May 02, 2012 10:01 pm

Hi, tejon!

I was away from Oblivion for a while, and I 've just finished up a complete reinstall of Oblivion + the cringeworthy amount of mods (among which are a lot of yours). Last I remember myself playing with your tfe mod, and naturally I grabbed its successor, Bare Necessities.

Now, I found myself running into a bug, which at least one other user experienced and seemed to pinpoint better than I can.

by billandkit on TES Nexus:

Great mod Tejon, I like how lightweight it is and how it works without modifying ingredients and beds.

I found a bug with jail time. If you go to jail and you sleep to serve your time you will get out of jail with your needs at very high values and will quickly fall down. I fixed for myself by just modifying your BNScript to add a has been in jail flag/check:

if (IsPlayerInJail)
let exhaustion := JailExhaustion * ExhaustionRate
let hunger := JailHunger * HungerRate
let hoursPassed := GameHour + (GameDaysPassed * 24)
let WasJustInJail := 1
RETURN
endif

if( WasJustInJail == 1)
let exhaustion := JailExhaustion * ExhaustionRate
let hunger := JailHunger * HungerRate
let hoursPassed := GameHour + (GameDaysPassed * 24)
let WasJustInJail := 0
RETURN
endif

I couldn't actually properly edit the script like billandkit suggested, even though I was loading the construction set with obse loader. Perhaps you could take a look at it? Currently life after jail is a bit problematic with constant and rather extreme fatigue drain that doesn't go away after eating and resting :P
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Andrew Lang
 
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Post » Wed May 02, 2012 6:52 pm

Huh... I guess it must be possible for time to pass outside of GameMode while in jail, but after the first block runs (otherwise the fix wouldn't work either).

I'm still finishing up Fundament, and it could another week depending on a few factors, but after that you should see a whole bunch of updates to everything else. I've added that to the list.
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Elizabeth Falvey
 
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Post » Thu May 03, 2012 1:46 am

I'd like to start by Saying that I love Progress/nGCD, that they are essential in my load order, and that I appreciate not having to pay attention to my levelling.

I thought I'd ask, what is Fundament exactly? Is it a replacement for both nGCD and Progress? What does this upgrade mean for us as players? How will upgrading from nGCD/Progress to Fundament work/affect my game? E.g. Will it require a Clean Save, new game, etc.

Edit: Sounds awesome tejon. I'm looking forward to the update.
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Princess Johnson
 
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Post » Wed May 02, 2012 5:18 pm

Fundament replaces Progress, and expands it to be able to edit any game setting rather than just a few pre-selected ones. It also does a whole bunch of other things, many of which are aimed at modders. Most of my own mods will become Fundament-dependent in their next versions; and they'll be more stable, more efficient, more generally compatible, and contain less code overall because Fundament provides a lot of common functions that I'd otherwise have to write once per mod.

The upgrade should be nearly painless, no clean save needed. In fact, if you're just installing it because my other mods will require it, you don't even have to stop using Progress -- there's no conflict as long as Fundament isn't configured to control the same settings. The configuration system is new and significantly more complex than Progress.ini, but it's also far more flexible. Go back a page and you'll see what Fundament.ini looks like (there have been a couple of additions, but it's mostly the same) -- and note that the default file doesn't actually set anything at all! There will be various alternate defaults provided just like with Progress, but if you want to customize things, learning to use it will probably be the most time-consuming part... though if you use HUD Status Bars you'll recognize the basic process. And again, you can just put it off and keep using Progress.
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Janine Rose
 
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Post » Wed May 02, 2012 2:22 pm

Hey tejon, I was just thinking of trying something out with TRAP/Birthsigns Expanded, but I have a question:

What would happen with an Orc Mage? That is, combining the Orc's natural ability of equaling his health and mana bars out when his health drops below his mana, with the Mage's Greater Power Magnus' Eye? If say, the Orc is in a tough battle and uses Magnus' Eye, does that mean his health AND magicka would never decrease (for the duration anyway)? If so, that is damn awesome.

EDIT: Still haven't tried it yet, but I have another question: In your documentation the Orcs are described seemingly as having three abilities. Is that all under the canopy of their berserk ability in game?
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Miss Hayley
 
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Post » Wed May 02, 2012 3:43 pm

Huh... you know, I'm not sure I thought of that combination. Yep, that should make an orc nearly invulnerable for the duration. We'll see if it stays after the next round of updates. ;) I mean, it might -- Warwyrd does the same thing -- but on the other hand, Eye of Magnus isn't my favorite ability in the first place, because it really is just an uninspired copy of Warwyrd. The old version, Epiphany, was a lot more interesting but had some exploitation and compatibility problems. (Dunno if you were using B.E. back then. Once a day, make a spell for free.)

Anyway. Yes, the Orc's abilities are all controlled by one scripted ability, which shows up as "Berserker" in your active effects list. When you're damaged, you'll also see the Resist Magic and Reflect Damage.
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kevin ball
 
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Post » Thu May 03, 2012 2:33 am

Huh... I guess it must be possible for time to pass outside of GameMode while in jail, but after the first block runs (otherwise the fix wouldn't work either).

I'm still finishing up Fundament, and it could another week depending on a few factors, but after that you should see a whole bunch of updates to everything else. I've added that to the list.

Fundament sounds amazing :). I guess I'll just use TFE instead of Bare Nessesities till it's done to avoid the jail fatigue issue, since I'm running a little thief this time around. Loaded it up yersterday, and works fine.

Thanks a ton for all of your mods!
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jaideep singh
 
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Post » Thu May 03, 2012 1:03 am

Quick update: Bundled mods almost done. Rebuilding MBSP to use events turned out to be crazy-complex. Need to write the clean-up script for it (...yeah, so complex it needs a dedicated clean-up script), then actually test it and probably deal with a couple dozen bugs. There's a really cool side-effect of all this, though: skill advancement is per effect! You can improve multiple schools with a single spell.

Once that's done, the user-side stuff will be fully functional; but I've still got some work left on the modders' toolkit. Because this is taking so long, I'm going to do a beta release. There will be no support for the beta, or for upgrading a save from beta to release. (I'm not saying it won't work, it's just not something I can afford to worry about.) For anyone not scared off by that, I'd love feedback on the documentation, as well as basic feature testing (i.e. does everything do what it says). Look for that tomorrow or Friday.
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Guy Pearce
 
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Post » Thu May 03, 2012 2:51 am

Didn't expect Mercantile to take so much debugging! But now everything's tested except MBSP.

It's 5am. Bah! One more day. Seriously. :)
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abi
 
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Post » Thu May 03, 2012 1:58 am

It's 5am. Bah! One more day. Seriously. :)
Yay!
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Tamika Jett
 
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Post » Thu May 03, 2012 12:57 am

Unacceptable! :tongue:

It's 5am. Bah! One more day. Seriously. :)
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Colton Idonthavealastna
 
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Post » Thu May 03, 2012 12:15 am

http://www.tesnexus.com/downloads/file.php?id=40935
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Kortniie Dumont
 
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Post » Wed May 02, 2012 3:40 pm

Awesome, will try once I get off work, and get back to you will any feedback, or bugs should they arise.
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Jennie Skeletons
 
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Post » Wed May 02, 2012 11:57 pm

After about 25 minutes of reading and re-reading the Fundament INI I think I understand how it works. I am trying to set Fundament up to mirror my current Progress setup: ProgressArmorer.esp, ProgressGSD.esp, ProgressMBSP.esp, ProgressRacial.esp, ProgressRBSP.esp, and ProgressSBSP.esp.

When I want to load a sub module in the Bundlement INI would I use: set bd.File to sv_Construct "Bundlement - Racial Traits", where bd = bundlement, or would it still be fd = fundament?

Sorry ahead of time if the question is silly/obvious.

Edit 2: Will mess with Fundament on another save, I have no idea if I have set the ini properly, so I may wait until more documentation is given with full version.
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Sammi Jones
 
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Post » Thu May 03, 2012 1:15 am

Testing the new mod (fundament and bundlement)
I have replaced Progress, JCN_AVUncap (requirement AVUncapper), Realistic Force Force and Realistic Magic Force, LAME LightningBolt

If someone needs some content for the fundament.ini (don't know if all settings are used or correct):
Spoiler
*snip*; The settings and their defaults are:; set fd.debug to 0; set fd.debugConScribe to 1; set fd.DebugOBSE to -1; Settings for better lightningbolts (source: bgMagicLightningbolt.esp)    set fd.GMST to sv_Construct "fShockBoltsLength"    set fd.Value to 125.000000    SetStage fd 1        set fd.GMST to sv_Construct "fShockBranchLifetime"    set fd.Value to 0.125000    SetStage fd 1        set fd.GMST to sv_Construct "iShockBranchNumBolts"    set fd.Value to 0    SetStage fd 1        set fd.GMST to sv_Construct "iShockBranchSegmentsPerBolt"    set fd.Value to 1    SetStage fd 1        set fd.GMST to sv_Construct "iShockNumBolts"    set fd.Value to 2    SetStage fd 1        set fd.GMST to sv_Construct "iShockSegmentsPerBolt"    set fd.Value to 75    SetStage fd 1        set fd.GMST to sv_Construct "fShockBoltGrowWidth"    set fd.Value to 1.750000    SetStage fd 1        set fd.GMST to sv_Construct "fShockBoltSmallWidth"    set fd.Value to 4.000000    SetStage fd 1        set fd.GMST to sv_Construct "fShockBoltsRadius"    set fd.Value to 32.000000    SetStage fd 1        set fd.GMST to sv_Construct "fShockBoltsRadiusStrength"    set fd.Value to 2.500000    SetStage fd 1        set fd.GMST to sv_Construct "fShockGlowColorG"    set fd.Value to 0.700000    SetStage fd 1        set fd.GMST to sv_Construct "fShockGlowColorR"    set fd.Value to 0.600000    SetStage fd 1        set fd.GMST to sv_Construct "fShockGlowColorB"    set fd.Value to 1.000000    SetStage fd 1; Settings for realistic magic force (source: RealisticMagicForceLow.esp)    set fd.GMST to sv_Construct "fMagicExplosionPowerMax"    set fd.Value to 0.000000    SetStage fd 1; Settings for realistic force (source: RealisticForceHigh.esp)    set fd.GMST to sv_Construct "fDeathForceForceMin"    set fd.Value to 45.000000    SetStage fd 1        set fd.GMST to sv_Construct "fDeathForceForceMax"    set fd.Value to 55.000000    SetStage fd 1; Settings (source: JCN_AV Uncap.esp); global stats uncapping    set fd.GMST to sv_Construct "iavuMaxAttributeBase"    set fd.Value to 200                 ; vanilla 100, recommended uncapped 200    SetStage fd 1    set fd.GMST to sv_Construct "iavuMaxSkillBase"    set fd.Value to 200                 ; vanilla 100, recommended uncapped 200    SetStage fd 1; special stats uncapping    set fd.GMST to sv_Construct "favuMaxHandDamageAttribute"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "favuMaxWeaponDamageAttribute"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "favuMaxAlchemyEffectiveSkill"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "favuMaxCasterSkillCostSkill"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "favuMaxDetectionSneakSkill"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "favuMaxHandDamageSkill"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "favuMaxWeaponDamageSkill"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "favuMaxWornArmorSkill"    set fd.Value to 0                   ; vanilla 100, uncapped 0    SetStage fd 1    set fd.GMST to sv_Construct "fMaxArmorRating"    set fd.Value to 95.0                ; vanilla 85.0, DP - Melee Combat 95.0    SetStage fd 1    set fd.GMST to sv_Construct "fBlockMax"    set fd.Value to 1.00                ; vanilla 0.75, DP - Melee Combat 1.0    SetStage fd 1; Dimishing returns; enable/disable (1/0)    set fd.GMST to sv_Construct "iavuBlindnessUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuBlockDamageReductionUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuChameleonUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuDefendBonusUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuMagicCasterSkillCostUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuMagicEffectResistUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuMagicItemResistUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuReflectDamageUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuResistNormalWeaponsUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuSpellAbsorbUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1    set fd.GMST to sv_Construct "iavuSpellReflectUseDR"    set fd.Value to 1                   ; default 0    SetStage fd 1; Dimishing returns; settings (exp. decayrate: 1.85, 1.12, 0.7, 0.54, 0.4; exp. growthrate: 0.36, 0.83, 2.25, 3.0, 4.5)    set fd.GMST to sv_Construct "favuBlindnessDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuBlindnessGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuBlockDamageReductionDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuBlockDamageReductionGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuChameleonDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuChameleonGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuDefendBonusDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuDefendBonusGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuMagicEffectResistDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuMagicEffectResistGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuMagicItemResistDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuMagicItemResistGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuReflectDamageDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuReflectDamageGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuResistNormalWeaponsDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuResistNormalWeaponsGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuSpellAbsorbDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuSpellAbsorbGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuSpellReflectDecayRate"    set fd.Value to 1.12                ; default 1.12    SetStage fd 1    set fd.GMST to sv_Construct "favuSpellReflectGrowthRate"    set fd.Value to 0.83                ; default 0.83    SetStage fd 1    set fd.GMST to sv_Construct "favuMagicCasterSkillCostSkillOffset"    set fd.Value to 33.3                ; default 33.3    SetStage fd 1    set fd.GMST to sv_Construct "fActorLuckSkillMult"    set fd.Value to 0                   ; vanilla 0.4, default 0    SetStage fd 1    set fd.GMST to sv_Construct "favuActorLuckSkillDecayRate"    set fd.Value to 1.02                ; vanilla 0, default 1.02    SetStage fd 1    set fd.GMST to sv_Construct "favuActorLuckSkillGrowthRate"    set fd.Value to 0.831               ; vanilla 0, default 0.831    SetStage fd 1    set fd.GMST to sv_Construct "favuActorLuckSkillOffset"    set fd.Value to 50.0                ; default 50.0    SetStage fd 1; additional settings    set fd.GMST to sv_Construct "favuAlchemyEffectiveSkillBaseMult"    set fd.Value to 1                   ; vanilla 1    SetStage fd 1    set fd.GMST to sv_Construct "favuAlchemyEffectiveSkillCurrentMult"    set fd.Value to 0                   ; vanilla 0    SetStage fd 1    set fd.GMST to sv_Construct "favuReflectDamageProjectileMult"    set fd.Value to 0                   ; vanilla 0    SetStage fd 1
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Isaiah Burdeau
 
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Post » Wed May 02, 2012 7:51 pm

When I want to load a sub module in the Bundlement INI would I use: set bd.File to sv_Construct "Bundlement - Racial Traits", where bd = bundlement, or would it still be fd = fundament?
It's always fd to use the setstage-based commands.

Incidentally, you can use them absolutely anywhere. Want to have a character-specific SupremeMagicka.ini? Put the settings you want to change in a separate file, put that file in ini\CharacterName\, and put an "fd.File" load command in SupremeMagicka.ini! Granted in most situations this is overkill, and I'm probably not going to mention it in the documentation because it's not something I'd advise for casual users, but it's definitely a neat side-effect of how RunBatchScript works. :nerd:

Really, the only reason Bundlement.ini exists is so that if you're enabling and disabling Bundlement.esp (for testing or whatever), you don't have to edit Fundament.ini to stop the submodule settings from trying to load. Also, there's no error or anything if Bundlement.ini isn't there. If you want, you can put everything in Fundament.ini (including everything in the individual submodule files); or you can put a single load command at the bottom of Fundament.ini pointing to a custom file of your own, and load/set everything else from there.

I have replaced Progress, JCN_AVUncap (requirement AVUncapper), Realistic Force Force and Realistic Magic Force, LAME LightningBolt
Really cool to see someone doing this already. Once I've got the other half done and this is an official release, I think I want to set up a thread specifically for people to swap .ini files!
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Kim Kay
 
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Post » Wed May 02, 2012 3:22 pm

I think Fatigue Effects conflicts with LAME- Whenever I cast a restore fatigue spell or drink a restore fatigue potion, my spell effectiveness goes up, sometimes even reaching 364%!
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Noraima Vega
 
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Post » Thu May 03, 2012 2:04 am

I believe that's possible when your current Fatigue is higher than your base Fatigue. This would be a bug in Oblivion that's enabled by Fatigue Effects, not a bug in Fatigue Effects itself. :P

Normally I'd avoid doing that, but in this case it's another bug to have more Fatigue than your maximum should allow. Neither Fatigue Effects nor LAME should be causing that, more likely you've got some other script using non-OBSE commands to adjust your fatigue. If that's done to Health, Magicka or Fatigue, issues with the max value not working right are very common. (Me running in to that problem with nGCD is one of the reasons safer commands were added to OBSE in the first place.)

For a temporary fix, try this at the console:

player.setavmod fatigue script 0

But you should probably figure out what other mods might be messing with Fatigue.
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carla
 
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Post » Wed May 02, 2012 3:07 pm

I've got Elys uncapper installed and have have my endurance fortified, could that be causing it?
Actually, disregard that. I deactivated a bunch of mods I didn't need and the problem fixed itself, even though none of them modified stats. Oblivion is weird.

Also, are spells supposed to use fatigue + magicka with this mod?
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Kate Norris
 
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Post » Wed May 02, 2012 3:03 pm

So hey, it's been about two days and I see 32 unique downloads of Fundament. How many of those are from people watching this thread? Bug reports are important, but so are "running fine" reports! If it's working so well that you've already forgotten about it... please let me know, because that's the goal. :D

@Scary - Yes, the default settings for Fatigue Effects cause spells to also consume fatigue.
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Kelvin Diaz
 
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