RELZWIP tejon's-thread-O-Mods

Post » Thu May 03, 2012 5:18 am

Got the rest of the code finished. One more day to test and document. Should be released before Skyrim! :D
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James Smart
 
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Post » Wed May 02, 2012 7:55 pm

Downloaded. Excited. Reading and thinking about it. Won't actually be playing it for some time. So, no report there. But, hey, it downloads and I can read it!

Yay for releases!
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Lew.p
 
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Post » Wed May 02, 2012 8:43 pm

http://www.gamesas.com/index.php?showtopic=1257335
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Logan Greenwood
 
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Post » Thu May 03, 2012 2:44 am

Tejon, is there any harm in merging the various Progress esps together? Having six ESPs where one would do would be much better for me. Likewise, is there a specific reason your ini files must go in the _tejon folder or can they go in the Docs or Ini folders instead?
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Enie van Bied
 
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Post » Thu May 03, 2012 1:28 am

Merging those ESPs is fine. To be honest I don't recall which "generation" of my ini file management is in the final version of Progress... it might look only in that location. Easy to check with TES4Edit, just look at the script source and see if it checks other locations. They DO have to be checked explicitly, though.

Or you could upgrade to Fundament, where they're already merged and the config location is Data\Ini\. ;)
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Adam Baumgartner
 
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Post » Wed May 02, 2012 1:40 pm

That might be a good idea. I'll try that out. :)
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Nick Jase Mason
 
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Post » Wed May 02, 2012 1:38 pm

Hey Tejon, your mods are great and I use many of them. I do have one issue though. In TRAP, with the Khajiit night eye effect, every time I step into or out of light, I get a blur effect as the nighteye turns on/off. I'm guessing it's to show that the eyes are adjusting to light (which is a great idea) but is it possible to change that? I think it'd be better that when my eyes adjust, things go out of focus for a moment rather than blur like they currently do.
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Mariana
 
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Post » Wed May 02, 2012 5:04 pm

Changing that effect to something else would require OBGE and a custom shader, neither of which I have any experience with. I know it's possible, and could be done in such a way that people without OBGE still get the current effect... and it would admittedly be very good for me to learn shaders. So, we'll see. :P

Incidentally, for anyone who missed it: http://www.gamesas.com/index.php?showtopic=1317993. :whistling:
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My blood
 
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Post » Wed May 02, 2012 11:14 pm

Are Birthsigns Expanded and TRAP able to be used with a pre-existing save? Or does it require a new game to be used properly?

EDIT: Ooops, guess thats why read-me's are there :P
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Matt Bee
 
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Post » Wed May 02, 2012 5:04 pm

I've been having some fun using Got No Class and Any Class together, but I noticed something odd. Apparently Any Class doesn't set the class specialization correctly.
    let each := ar_List 8 9 10    let each := ar_CustomSort each fnSortAVRanks    let spec := each[0]...    player.SetClassSpecialization spec
In game, spec was always >= 8 (tested by adding a Print command after spec was set), and setting the class specialization to something > 2 seems to set it to 0, which is Combat, so my class was always specialized in combat no matter my skills. I gave the CharacterGen class the name " Adventurer " and a description, so Any Class could work with it and I could consult it in the character menu.
I changed the spec line to:
let spec := each[0] - 8
and it seems to work right now, though I'm not entirely sure that is correct (I have difficulties understanding array structure). Any other insights on the issue?
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Jeneene Hunte
 
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Post » Wed May 02, 2012 3:22 pm

I'm having problems alluvasudden with Lock Bash Omega. It worked fine in my previous game, but that was many moons ago.

sqv tejonlockbash shows it's running, but it never registers any values but zeros. I'm hitting a locked check with an iron mace, and I'm not sneaking. I tried a clean save but no difference.

Is it possible something broke with OBSE v20? Being the universal solution, nothing in my load order should be affecting it...

Active Mod Files:
Spoiler
00 Oblivion.esm01 All Natural Base.esm [Version 1.3.2]02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5b]03 Francesco's Optional New Items Add-On.esm [Version 4.5b]04 Cobl Main.esm [Version 1.73]05 Qarls_Harvest.esm06 Harvest[Containers].esm07 Mart's Monster Mod.esm [Version 3.7b3p3]08 VASE - core.esm09 TamrielTravellers.esm [Version 1.39c]0A Armamentarium.esm [Version 1.35]0B Artifacts.esm [Version 1.1]0C Hemingweys Capes Improved.esm [Version 3.0b]0D Better Cities Resources.esm [Version 5.1.4]0E BathingMod_Base.esm0F Fundament.esm [Version ision]10 CustomSpellIcons.esm11 HorseCombatMaster.esm12 Unofficial Oblivion Patch.esp [Version 3.4.1]13 UOPS Additional Changes.esp14 DLCShiveringIsles.esp** MOBS SI.esp [Version 2.0]15 Better Cities .esp16 FranOBSEConfig.esp [Version 0.5]17 Atmospheric Loading Screens - Original Text.esp18 Natural_Habitat_by_Max_Tael.esp19 All Natural.esp [Version 1.33]1A All Natural - SI.esp [Version 1.3.2]++ All Natural - MMM Patch.esp [Version 1.3]1B Immersive Interiors.esp [Version 0.8.1]1C Enhanced Water v2.0 HDMI.esp++ Symphony of Violence.esp1D Storms & Sound.esp1E Better Rainbows.esp1F All Natural - Real Lights.esp [Version 1.0]20 WindowLightingSystem.esp21 AliveWaters.esp22 AliveWaters - Koi Addon.esp23 AliveWaters - Slaughterfish Addon.esp24 Book Jackets Oblivion.esp++ Cobl Bookjackets.esp25 diversegrasses.esp26 DS Tools.esp27 DS Fishing.esp28 DS Cyrodiilic Cooking.esp29 DS Book Improvements.esp2A DS Better Bottles.esp2B DS Autosaver.esp [Version 1.0]++ Item interchange - Extraction.esp [Version 0.78]2C Medic!.esp2D More_Vegetables.esp2E Portable Campsite.esp2F Q - More and Moldy Ingredients v1.1.esp++ Qarls_Harvest.esp30 Willful Resistance.esp31 Enhanced Economy.esp [Version 5.4.3]32 CBMS_V2.esp++ CBMS_V2 DS patch.esp33 DS Battle Music Override.esp [Version 1.0]34 Display Stats.esp [Version 2.0.1]35 DropLitTorchOBSE.esp [Version 2.4]36 DS Time Manager.esp [Version 2.0]37 Get Wet - just droplets.esp38 Lock Bash Omega.esp [Version 1.5]39 Quest Log Manager.esp [Version 1.3.2]3A QZ Easy Menus.esp++ QZ Easy Menus DS patch.esp3B Vacuity.esp [Version 0.2]3C Map Marker Overhaul.esp [Version 3.9.3]3D Enhanced Hotkeys.esp [Version 2.3.1]** Book Jackets DLC.esp3E Kafei's Circlets Reforged.esp3F Slof's Bracelet Collection.esp40 Slof's Bracelets & Rings.esp** Roberts Armamentium female.esp41 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]42 Francesco's Optional Chance of Stronger Bosses.esp43 Francesco's Optional Chance of Stronger Enemies.esp44 Francesco's Optional Dungeon Chest Loot.esp45 Francesco's Optional Dungeon Chest Locks.esp46 Francesco's Optional House Chest Loot.esp++ Francesco's Optional Vendor Tweaks.esp47 Francesco's Optional Leveled Quests.esp48 Francesco's Optional Leveled Arena.esp49 Slof's Oblivion Robe Trader.esp4A Cobl Glue.esp [Version 1.73]4B Hemingweys Capes Improved for MMM.esp [Version 3.0b]++ ArmamentariumLL.esp [Version 1.35]++ ArmamentariumLLMagic.esp [Version 1.35]++ ArmamentariumLLArmaVendor.esp [Version 1.35]++ Harvest[Containers] - Vanilla.esp4C Mart's Monster Mod for Fran.esp [Version 3.7b3p3]++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]4D Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]++ Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b3p]4E Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]++ Mart's Monster Mod - Gems & Gem Dust DS Patch.esp4F Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]50 Mart's Monster Mod - Hunting & Crafting DS Patch.esp++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]51 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]++ Mart's Monster Mod - Durability & Damage.esp [Version 3.7b3p3]52 Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b3p3]++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]++ Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3]++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b3p3]53 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]++ Mart's Monster Mod - No Skeep.esp [Version 3.7b3p3]54 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]55 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]56 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]++ Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b3p3]57 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]58 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]++ VASE - Cyrodiil for MMM.esp59 MMM - Playable Undead Armors.esp [Version 1.7]++ VASE - Vanilla SI.esp++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]++ TamrielTravellerAdvScript.esp [Version 1.39c]5A TamrielTravellers4MMM.esp [Version 1.39c]++ Travellers4MMMHostileFactions.esp [Version 1.39c]++ TamrielTravellersItemsNPC.esp [Version 1.39c]5B TamrielTravellersItemsCobl.esp [Version 1.39c]5C Qarls_Harvest addon_MMM.esp++ MMM-Cobl.esp [Version 1.73]++ MMM-Cobl DS patch.esp++ Artifacts.esp [Version 1.1]++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]5D Mimics!.esp5E RangerHome01.esp5F Region Revive - Lake Rumare.esp60 SilentStonesCamp.esp61 Trail South East.esp62 Trail WEST.esp63 Trail EAST.esp64 Trail Central.esp65 Woodland Rangers.esp [Version 1.5.3]66 Cyrodiil Travel Services.esp [Version 3.0.5]67 AFK_Weye.esp [Version 2.32.COBL]68 Rumare-AFK_Weye Patch.esp [Version 2.2]69 ElsweyrAnequina.esp6A road+bridges.esp [Version 4.6.3]++ Hemingweys Capes for NRB.esp [Version 3.0b]6B Faregyl.esp [Version 2.0.8]6C Feldscar.esp [Version 1.0.13]6D Molapi.esp [Version 1.0.1]6E Reedstand.esp [Version 1.0.3]6F Urasek.esp [Version 1.0.2]70 Vergayun.esp [Version 1.0.9]71 Villages1.1.esp [Version 1.1c]72 xuldarkforest.esp [Version 1.0.5]73 xulStendarrValley.esp [Version 1.2.2]74 xulTheHeath.esp75 XulEntiusGorge.esp76 xulFallenleafEverglade.esp [Version 1.3.1]77 xulColovianHighlands_EV.esp [Version 1.2.1]78 Trails of Cyrodiil - Colovian Highlands UL.esp79 xulChorrolHinterland.esp [Version 1.2.2]7A xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]7B xulBravilBarrowfields.esp [Version 1.3.2]7C xulLushWoodlands.esp [Version 1.3.1]7D xulAncientYews.esp [Version 1.4.3]7E xulAncientRedwoods.esp [Version 1.6]7F xulCloudtopMountains.esp [Version 1.0.3]80 xulArriusCreek.esp [Version 1.1.3]81 xulPatch_AY_AC.esp [Version 1.1]++ AFK_Weye Arrius_Creek Patch.esp82 xulRollingHills_EV.esp [Version 1.3.3]83 xulPantherRiver.esp84 xulRiverEthe.esp [Version 1.0.2]85 xulBrenaRiverRavine.esp [Version 1.1.1]86 xulImperialIsle.esp [Version 1.6.7]87 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.2]88 xulBlackwoodForest.esp [Version 1.1.0]89 xulCheydinhalFalls.esp [Version 1.0.1]8A Villages-CheydinhalFalls patch.esp8B xulAspenWood.esp [Version 1.0.2]8C xulSkingradOutskirts.esp [Version 1.0.1]8D xulSnowdale.esp [Version 1.0.4]8E Feldscar+Snowdale Patch.esp [Version 1.0]8F xulCliffsOfAnvil.esp [Version 1.12]90 xulSilverfishRiverValley.esp [Version 1.0.2]91 xulJerallGlacier.esp [Version 1.0.0]92 xulTheEasternPeaks.esp [Version 1.0]++ NRB4+UL-II Patch.esp [Version 5.0.1]93 TrailsOfCyrodiil - UL merged patch.esp94 West Roads.esp95 Sutch Village.esp [Version 1.0.2]++ NRB4+RR Patch.esp [Version 2.1]++ Better Cities - House price patch.esp [Version 1.0]96 Harvest [Flora].esp [Version 3.0.0]++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]97 Pitcher Plant and Lily Ingredients.esp++ Visually Realistic Deadly Lava.esp98 Auto Update Leveled Items And Spells.esp [Version 1.2.5]++ Auto Update Leveled Items And Spells DS patch.esp99 Cultural Secrets.esp9A HUD Status Bars.esp [Version 5.3.2]9B DS Less Predictable Respawn.esp [Version 1.1]9C DS Portable Sorters.esp [Version 1.3]9D DS Storage Sacks.esp [Version 1.3]9E Dungeon Actors Have Torches 1.6 DT.esp9F Exterior Actors Have Torches 1.3 DT.espA0 Kyoma's Journal Mod.esp [Version 3.2.1]A1 Class Advantages.esp [Version 1.01]A2 P1DkeyChain.esp [Version 5.00]A3 kuerteeGoldIsAnInventoryItem.esp++ Enhanced Vegetation [100%].espA4 Soulgem Magic.esp [Version 2.0]A5 SPTDiverseGuards.espA6 SPTDiverseGuardsMRAll.espA7 talkwithyourhands2.espA8 Toggleable Quantity Prompt.esp [Version 3.2.0]** VTSoulgems.espA9 Alternative Beginnings.esp [Version 1.2.5]AA BareNecessities.espAB Bathing Mods Merged.espAC TFE.espAD Kyoma's Spell Renamer.esp [Version 3.0.0]AE DS Summon Luggage.espAF DS Realistic Enchanted Item Limits.esp [Version 1.2]B0 RefScope.esp [Version 2.1.2]B1 AgarMoreVariedSpellEffects.espB2 Fizzle.esp [Version 3.0]B3 Poison Equipper.esp [Version 2.0]B4 RshAlchemy.espB5 RshAlchemyRecipes.esp++ Stealthier Thieving.espB6 Morrowind Lockpicking.esp++ Morrowind Lockpicking DS patch.espB7 WR Villages Addon.espB8 Enhanced Grabbing.esp [Version 0.5]B9 Armorer's Advantage.espBA Deadly Reflex 5 - Timed Block with no damage or durability changes.espBB DeadlyReflex 5 - Combat Moves.espBC Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]BD Phitt's Phighting Phixes.espBE Bundlement.esp [Version ision]BF CLS-OldFriends-OBSE.esp++ CLS-OldFriends-OBSE DS patch.espC0 nGCD.espC1 JCN_AV Uncap.esp [Version 1.01]C2 Sneaking Detection Recalibrated.esp [Version 4.0.3]C3 SDR Perks And Patches - Oblivion.esp [Version 1.0.2]** Cava Obscura - Cyrodiil.esp** Cava Obscura - SI.esp** Cava Obscura - Filter Patch For Mods.esp++ Item interchange - Placement.esp [Version 0.78]++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.78]C4 Minionz.esp++ Minionz DS patch.espC5 bgBalancingEVCore.esp [Version 10.52EV-D]C6 moDem's City Life.espC7 bgMagicEV.esp [Version 1.7EV]++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]++ bgMagicItemSigil.esp [Version 1.68EV]++ bgMagicEVStartspells.esp [Version 1.68EV]++ bgMagicEVAddEnVar.esp [Version 1.68EV]C8 bgMagicEVPaperChase.esp [Version 1.68EV]++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]++ bgBalancingEVOptionalMoreEyes.esp [Version 10]** bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp [Version 10.0EV-D]C9 bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]CA Birthsigns Expanded.esp [Version 3.21.]CB Better Cities Full.esp [Version 5.1.4]CC Better Imperial City.esp [Version 5.1.4]++ Better Cities Full FPS Patch.esp [Version 5.0.7]++ Better Cities - All Natural.esp [Version 4.9.5]++ Better Cities - Unique Landscape Barrowfields.esp [Version 4.9.5]CD Better Cities - Unique Landscape Chorrol Hinterland.esp [Version 5.1.0]CE Better Clocks for Better Cities 2_0.espCF Better Cities - Unique Landscape Cheydinhal Falls.esp [Version 5.0.0]++ Better Cities - Unique Landscape Skingrad Outskirts.esp [Version 5.1.0]++ Better Imperial City FPS Patch.esp [Version 5.0.0]D0 Better Cities - COBL.esp [Version 2.1]++ Better Cities - Unique Landscape Imperial Isle.esp [Version 4.8.1]** [GFX]_Initial_Glow-all.esp** bgMagicEVShader.esp [Version 1.7EV]++ bgMagicLightningbolt.espD1 DS Flaming Arrows.esp [Version 1.2]** Life Detected.espD2 Shining Flame Atronachs.espD3 MiniMap.esp++ NRB4 Standard Road Record.esp++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]++ Harvest Containers Filter patch for mods.esp [Version 1.00]** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3.2]++ Storms & Sound - Filter Patch.esp++ DS Fishing - Filter Patch.esp++ DS Cyrodiilic Cooking - Merged Ingredients.esp++ Mart's Monster Mod DS base tweaks.espD4 DS Misc Tweaks.espD5 Bashed Patch Kalija.espD6 DynamicLeveledLists.esp
edit: I've traced it to the Runtime Editor IDs OBSE plugin, which is a little ironic since it's the readme in Fundament that brought the plugin to my attention, and it breaks one of tejon's mods... I'll let shadeMe know that his plugin seems to strip the name from sounds that are playing - you can see this with tdt and sdt11.
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Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Thu May 03, 2012 2:37 am

Two problems, two solutions! You guys are on it. :)

@migck, whoops... 8, 9 and 10 are my array keys for number of skills in each specialization, but they should indeed be converted to 0, 1 and 2 before assignment.

@Tek, weird... I just had someone on Nexus saying that they could get Fundament working with the regular OBSE launcher, but not the Steam launcher. Which are you on? I mean, it's probably just shadeMe breaking things again, but might as well cover all the bases!
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TOYA toys
 
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Joined: Sat Jan 13, 2007 4:22 am

Post » Wed May 02, 2012 10:48 pm

Birthsigns Expanded 4.0 probably won't be ready for another week, but I've nailed down the design. The biggest change is that the fatigue cost for lesser powers is going away. Instead, there will technically be no lesser powers at all... the "at will" powers are classified as greater powers in your spellbook, but instead of going on a 24-gamehour timer, they'll recharge after 13 seconds. A few have been weakened slightly, usually via reduced duration, because you're no longer reducing your physical damage or potentially fainting when they're used.

Every sign has some numeric tweaks here and there, but there aren't many changes to the basic concepts. Here are the most notable exceptions:
  • Warrior - Clinch no longer causes collapse; instead, it increases any damage you take for a few seconds. Warwyrd grants full immunity to paralysis.
  • Steed - Charioteer is now +1000 speed for 1 second, yielding an effect similar to the Whirlwind Sprint shout in Skyrim.
  • Mage - Added constant 10% Resist Magic to bring it up to par with the other guardian signs' passive effects. Eye of Magnus is no longer infinite magicka, instead granting 13x Magicka Multiplier for 60 seconds. This affects your current magicka total, and also increases magicka regeneration by the same amount: still near-infinite casting potential, but no longer equivalent to Warwyrd when combined with a TRAP Orc!
If you're using nGCD and plan to play under The Mage, you'll also want the http://tes.nexusmods.com/downloads/file.php?id=14065 I just posted; previous versions don't increase magicka regeneration based on the magicka multiplier. (That's the only change in the new version, so no pressing need to upgrade otherwise.)
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Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Wed May 02, 2012 4:10 pm

Warrior - Clinch no longer causes collapse; instead, it increases any damage you take for a few seconds. Warwyrd grants full immunity to paralysis.
Nice for my knight :biggrin:
What about an upgrade process? Clean save, console commands or will it be possible to just overwrite esp?
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Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Thu May 03, 2012 3:09 am

Upgrade process hasn't changed: use Birthsign Zero to make a save with the "empty" birthsign, then install the new version and switch back to the sign you want.
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Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Wed May 02, 2012 11:15 pm

Well I played a lot with nGCD lately, very nice leveling system and smooth progression.
However there is one thing that is very suspicious.
When I get killed, I always quit to main menu and load from there, but as soon as I in game again, the first action I make lead to immediate skill increase.
For example I load a savegame, push forward and get +1 to athletics. Or load, cast heal and get +1 to restoration. It doesn't happen every time or often, I'd say its rare, but enough to notice.
Typical scenario - I see an ogre, push quicksave and run to fight, no skill gains, got killed, reload, run to fight again (push forward button, run always on) and immediatly +1 to athletics.
At first I thought that it is just coincidence, but it happened dozen times already. I think 1/2 of my total athletics gains are reloads since the first action I usually make after loading is move forward. I'll try to catch such savegame next time to do more checks.
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Ellie English
 
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Joined: Tue Jul 11, 2006 4:47 pm

Post » Wed May 02, 2012 11:18 pm

That's not related to nGCD, but are you using Fundament or Progress?
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Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Wed May 02, 2012 11:41 pm

That's not related to nGCD, but are you using Fundament or Progress?
Fundament, Bundlement and nGCD.
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JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Wed May 02, 2012 7:14 pm

I was finally able to get a buggy save, here is screenshot taken immediatly after load:
http://imgur.com/jZcPZ

Now its obvious why doing anything leads to corresponding skill increase.

Active Mod Files:
Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.3.2]02  Better Cities Resources.esm  [Version 5.1.5]03  Fundament.esm  [Version ision]04  Oblivifall Master File.esm  [Version 1.2]05  Unofficial Oblivion Patch.esp  [Version 3.4.1]06  UOPS Additional Changes.esp07  DLCShiveringIsles.esp08  Unofficial Shivering Isles Patch.esp  [Version 1.4.4]09  Better Cities .esp  [Version 4.7.0]++  LoadingScreens.esp0A  Natural_Habitat_by_Max_Tael.esp0B  All Natural.esp  [Version 1.33]0C  All Natural - SI.esp  [Version 1.3.2]0D  Immersive Interiors.esp  [Version 0.8.1]0E  PTAutumnTrees.esp0F  Skyrimized Water HD BLUE eng.esp  [Version 1.7.]10  Better Bell Sounds.esp11  Idle Dialogue.esp  [Version 1.3]++  Symphony of Violence.esp12  Sounds of Cyrodiil.esp  [Version 1.1]13  OBSE-Storms & Sound SI.esp14  Rainbows.esp15  All Natural - Real Lights.esp  [Version 1.3.2]16  WindowLightingSystem.esp++  dist_trees_x1_5.esp17  Paladin.esp18  Personality Idles - Modified version.esp  [Version 1.5]19  PTFallingStars.esp1A  VAs Better Gold with no Menu Icon.esp1B  Willful Resistance.esp1C  Immersive Travelers.esp1D  PTRoamingNPCs.esp1E  Display Stats.esp  [Version 2.0.1]1F  FormID Finder4.esp20  kuerteeAutoSaveAndTime.esp21  kuerteeCleanUp.esp22  Lock Bash Omega.esp  [Version 1.5]23  QZ Easy Menus.esp24  Dynamic Map.esp  [Version 2.1.1]25  Map Marker Overhaul.esp  [Version 3.9.3]26  Map Marker Overhaul - SI additions.esp  [Version 3.9.3]27  Enhanced Hotkeys.esp  [Version 2.3]28  DLCHorseArmor.esp29  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.7]2A  DLCOrrery.esp2B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.5]2C  DLCVileLair.esp2D  DLCVileLair - Unofficial Patch.esp  [Version 1.0.7]2E  DLCMehrunesRazor.esp2F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]30  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp31  Explosives.esp32  Neck Seam Concealers Expanded.esp  [Version 1.00]33  Neck Seam Concealers Expanded DD.esp  [Version 1.00]34  PTArtifacts.esp35  SpeechcraftEnhanced.esp36  The Arsenal - Ancient Ayleid Weaponry.esp  [Version 1.1]37  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp38  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]39  DLCThievesDen.esp3A  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.10]3B  Alluring Potion Bottles v3.esp3C  Alluring Wine Bottles.esp3D  kuerteeWanderingEncounters.esp3E  TIE.esp  [Version 1.48]3F  LBVermin.esp40  LBUndeadAdditions.esp41  LBWaterBeasts.esp42  KnightlyArmory.esp43  Assassin Tripwires.esp44  Better Dark Brotherhood Sanctuary.esp  [Version 3.21]45  BDBS - Assassin Tripwires Patch.esp  [Version 3.21]46  BladeOfTheHaunted.esp  [Version 3.0]47  BrotherhoodRenewed.esp  [Version 1.1.1]48  Fighters Guild Quests.esp49  Kragenir's Death Quest.esp  [Version 2.11]4A  KDQ - Rural Line Additions.esp4B  Mages Guild Quests.esp4C  Quest-Related Dungeons Marked.esp4D  Region Revive - Lake Rumare.esp4E  Temple District Repaired.esp4F  Vampire Hunting - Order of the Virtuous Blood.esp50  VOILA.esp51  VOILA - Soldiers of Empire.esp52  Cyrodiil Travel Services.esp  [Version 3.0.5]53  DLCBattlehornCastle.esp54  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.6]55  DLCFrostcrag.esp56  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.6]57  BrumaGuildReconstructed.esp  [Version 1.0.1]58  Knights.esp59  Knights - Unofficial Patch.esp  [Version 1.1.2]5A  The Lost Spires.esp5B  road+bridges.esp  [Version 4.6.2]5C  Fighters Guild Quests - Roads and Bridges Patch.esp5D  Oblivifall - Losing My Religion.esp  [Version 1.43]5E  Oblivifall - Losing My Religion KOTN.esp  [Version 1.0]5F  Faregyl.esp  [Version 2.0.8]60  Feldscar.esp  [Version 1.0.13]61  Gottshaw Village.esp  [Version 1.0]62  Molapi.esp  [Version 1.0.1]63  PTMudwater.esp64  Reedstand.esp  [Version 1.0.3]65  Urasek.esp  [Version 1.0.3]66  Vergayun.esp  [Version 2.0.2]67  Wellspring Vale.esp68  xuldarkforest.esp  [Version 1.0.5]69  LostSpires-DarkForest patch.esp6A  xulStendarrValley.esp  [Version 1.2.2]6B  xulTheHeath.esp6C  XulEntiusGorge.esp6D  xulFallenleafEverglade.esp  [Version 1.3.1]6E  LostSpires-Everglade patch.esp6F  xulColovianHighlands_EV.esp  [Version 1.2.1]70  xulChorrolHinterland.esp  [Version 1.2.2]71  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]72  xulBravilBarrowfields.esp  [Version 1.3.3]73  xulLushWoodlands.esp  [Version 1.3.1]74  xulAncientYews.esp  [Version 1.4.3]75  xulAncientRedwoods.esp  [Version 1.6]76  xulCloudtopMountains.esp  [Version 1.0.3]77  xulArriusCreek.esp  [Version 1.1.3]78  xulPatch_AY_AC.esp  [Version 1.1]79  xulRollingHills_EV.esp  [Version 1.3.3]7A  xulPantherRiver.esp7B  xulRiverEthe.esp  [Version 1.0.2]7C  xulBrenaRiverRavine.esp  [Version 1.1.1]7D  xulImperialIsle.esp  [Version 1.6.7]7E  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.4]7F  xulBlackwoodForest.esp  [Version 1.1.0]80  xulCheydinhalFalls.esp  [Version 1.0.1]81  xulAspenWood.esp  [Version 1.0.2]82  xulSkingradOutskirts.esp  [Version 1.0.1]83  xulSnowdale.esp  [Version 1.0.4]84  Feldscar+Snowdale Patch.esp  [Version 1.0.2]85  xulCliffsOfAnvil.esp  [Version 1.12]86  xulSilverfishRiverValley.esp  [Version 1.0.2]87  xulJerallGlacier.esp  [Version 1.0.0]88  xulTheEasternPeaks.esp  [Version 1.0]89  NRB4+UL-II Patch.esp  [Version 5.0.2]8A  KragenirsDeathQuest-UniqueLandscapes Merged patch.esp  [Version 2.0]8B  ImpeREAL Empire - Unique Forts.esp8C  ImpeREAL Forts + Lost Spires + Silverfish River Patch.esp  [Version 1.0]8D  LostSpiresImpeREALFortsPatch2.esp8E  Castle_Seaview.esp8F  CastleSeaview+LostCoast Patch.esp  [Version 1.0]90  Frostcrag Village.esp  [Version 1.0.7]91  Sutch Village.esp  [Version 1.0.2]92  LostCoast + SutchVillage Patch.esp  [Version 1.0]93  NRB4+RR Patch.esp  [Version 2.1]94  Bag of Alchemy Rewrite.esp95  Better Dungeons.esp96  HUD Status Bars.esp  [Version 5.3.2]97  Dungeon Actors Have Torches 1.6 DT.esp98  Exterior Actors Have Torches 1.32 DT.esp99  PersuasionOverhaul.esp  [Version 1.43]9A  Enhanced Vegetation [125%].esp9B  Soulgem Magic.esp  [Version 2.0]9C  Alternative Beginnings.esp  [Version 1.3]9D  Lightweight Potions.esp  [Version 1.1]9E  Enhanced Grabbing.esp  [Version 0.5]9F  Bundlement.esp  [Version ision]A0  nGCD.espA1  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A2  Birthsigns Expanded.esp  [Version 3.21.]A3  Better Cities Full.esp  [Version 5.1.5]A4  Better Imperial City.esp  [Version 5.1.4]A5  Better Cities - All Natural.esp  [Version 4.9.5]A6  Better Cities - Unique Landscape Barrowfields.esp  [Version 5.1.2]A7  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 5.1.0]A8  Better Cities - Knightly Armory.esp  [Version 4.8.4]A9  Better Cities - Knights of the Nine.esp  [Version 4.9.8]AA  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 5.0.0]AB  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 5.1.0]++  Better Cities - TIE Restricted Area.espAC  Better Cities - The Lost Spires.esp  [Version 5.0.0]AD  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]AE  Oblivifall - Losing My Religion BC Full.esp  [Version 1.0]**  [GFX]_Initial_Glow-all.esp++  kuerteeEffectDrainShaderInitialGlowOnly.espAF  Duke Patricks - Magic you can believe in.espB0  kuerteeDetectLifeEffectNightEyeShader.espB1  Lem - Lighter Fire Effect.espB2  GW71_Life_Detect.espB3  MiniMap.esp**  NRB4 Standard Road Record.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3.2]B4  Bashed Patch, 0.espB5  Duke Patricks - Combat Archery.esp  [Version 7.3]B6  Duke Patricks - Melee Combat NO RECOIL.esp  [Version 5.9]B7  Vanilla Weapon Stat Override - SI.esp

I didn't change anyting in Fundament - Skill Rates.ini (have it enabled in Fundament.ini)

Bundlement.ini
Spoiler
; Bundlement.ini; --------------; Automatically loaded through Fundament if Bundlement.esp is active. Use this; file to specify the configuration options you want to use for the Bundlement; sub-modules, or to load other files which contain the settings you want. See; Fundament.ini for full instructions on loading other files from this one.;; Bundlement.esp consists of seven sub-modules:; - Global Rate Control (GRC); - Magic Prices; - Racial Talents; - Variable Advancement: Armorer; - Variable Advancement: Marksman; - Variable Advancement: Melee; - Variable Advancement: Mercantile; - Variable Advancement: Spells;; Each sub-module has a supplied .ini which documents its options and contains; recommended settings. If you do not configure the options for a particular; sub-module, it will be disabled.;; Uncommenting a pair of lines below will load the default configuration file; for that feature.set fd.File to sv_Construct "Bundlement - GRC"setstage fd 1set fd.File to sv_Construct "Bundlement - Magic Prices"setstage fd 1set fd.File to sv_Construct "Bundlement - Racial Talents"setstage fd 1set fd.File to sv_Construct "Bundlement - VA Armorer"setstage fd 1set fd.File to sv_Construct "Bundlement - VA Marksman"setstage fd 1set fd.File to sv_Construct "Bundlement - VA Melee"setstage fd 1set fd.File to sv_Construct "Bundlement - VA Mercantile"setstage fd 1set fd.File to sv_Construct "Bundlement - VA Spells"setstage fd 1

Bundlement - GRC.ini
Spoiler
; Global Rate Control; -------------------; This feature adjusts your overall advancement rate and training cost by a; multiplier, which can increase over time. Note that the multipliers set here; are relative to values set by other mods! For instance, if you're using OOO; and haven't used Fundament (or another mod) to override its settings, you've; already got a 3x slowdown to both advancement and training costs.;; By default, this file is not loaded. You can edit settings here and load this; file through Bundlement.ini, or copy the settings you want to change into any; other config file that is already loaded. Settings you do not specify will; use defaults. If you don't change anything, this feature will not be enabled.; "Initial" values are the multipliers for a new character.set fdGRC.SlowdownInitial			   to  3.0set fdGRC.TrainingInitial			   to  1.0; "Final" values are the multipliers for a character with all skills capped.; If these are lower than the corresponding "Initial" values, they are ignored.set fdGRC.SlowdownFinal				 to  6.0set fdGRC.TrainingFinal				 to 10.0; These values apply an exponent to the transition from "Initial" to "Final"; multipliers. 1.0 is a linear transition; values between 0 and 1 give sharp; early increases then level off; and values greater than 1.0 increase slowly; at first but much faster at high skill ranks.set fdGRC.SlowdownCurve				 to  2.0set fdGRC.TrainingCurve				 to  1.0; Assumed Skill Cap: With the default of 0, Elys Uncapper and AVUncapper are; autodetected. Elys sets the assumed cap to 200. AVUncapper sets it to the; value of the "iavuMaxSkillBase" setting. If neither is found, the vanilla cap; of 100 is used. If you wish to use a specific cap, do so here. Note that even; if skill totals exceed the assumed cap, the multipliers won't increase above; their "Final" values.set fdGRC.AssumedSkillCap			   to  0; During character generation you have a special class with no major skills.; With mods, it's possible to keep this special class, allowing class-free; play. However, miscellaneous skills have an advancement penalty. Setting this; option to 1 detects the no-skills class, and takes away all advancement; modifiers based on class skill status if it's present. Setting this to -1; takes away those modifiers even for normal classes.set fdGRC.NormalizeWithoutClass		 to  1

Do you need any additional information?
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Wed May 02, 2012 11:16 pm

Oh, I think I see what's going on. After loading a game, scripts might not start running for up to five seconds. I thought this was only for the first game loaded after launching Oblivion. Loading from in-game doesn't cause it. But I just confirmed that it does happen if you quit to the main menu first.

During that pre-initialization time window, you've got vanilla skill increase requirements. Since you've normally got 3x, that means that if you're over 1/3 of your "correct" progress bar, you've got an over-full vanilla bar... and your next skill use causes an increase. Once the scripts load, the bar gets corrected. Unfortunately, the reasons this doesn't happen with Progress are the same reasons that Fundament is far more flexible and compatible, and there's no real fix at my end.

There are a few potential work-arounds, but I think the easiest solution would be to add the following line to the bottom of Bundlement.ini:
message "Ready."
Then when you load a game, just don't do anything until you see that message.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Wed May 02, 2012 2:54 pm

Thanks, I'll try that tomorrow. But now I feel overpowered due to this :confused:
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Wed May 02, 2012 10:14 pm

10 down, 3 to go...
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Wed May 02, 2012 10:38 pm

0.4 TO GO
User avatar
Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Wed May 02, 2012 6:13 pm

:huh:
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Wed May 02, 2012 7:27 pm

Oy, it's always a bigger task than you think. :P Code all done for Birthsigns Expanded 4.0, into testing now. About 1/4 through that, and as a result I've identified one bug in nGCD (non-player spellcaster magicka regeneration was broken, probably in 3.2; will update when B.E. is done) and one in JRoush's AddActorValues (Fortify Magicka Multiplier breaks on game load, need to make sure it's not already fixed in an update I don't have, will notify him if not). With any luck I won't be tracking down bugs in other mods for the other 3/4 of the birthsigns, and it'll go quicker!
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

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