RELZWIP tejon's-thread-O-Mods

Post » Wed May 02, 2012 7:58 pm

Good news... I think. I'm using one of the SVN revisions with a CBash build of the Bashed Patch, and I'm not seeing the errors anymore. However, I think Armorer's Advantage is actually causing crashes for me now. That script error, I see all the time in the game, but what is really worrisome is the crash at startup that is being caught in the OBSE log: http://www.gamesas.com/index.php?/topic/1203845-relz-oblivion-script-extender-obse-0020/page__view__findpost__p__18117293


Happy gaming!
--Tomlong75210
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A Lo RIkIton'ton
 
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Post » Wed May 02, 2012 3:55 pm

Anyone using Fizzle!, please let me now if there is a fix.

Eberytime my lvl 1 char (with low intelligence) tries to tap into an ayleid well, he gets a massive slap attack (magic/health damage). Now I know that trying on high-level spells one is not skilled in should do that, but the ayleid wells are just magic sources, and not a spell! Maybe tejon should have included an exclusion for those?
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Laura-Lee Gerwing
 
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Post » Thu May 03, 2012 4:00 am

Anyone using Fizzle!, please let me now if there is a fix.

Eberytime my lvl 1 char (with low intelligence) tries to tap into an ayleid well, he gets a massive slap attack (magic/health damage). Now I know that trying on high-level spells one is not skilled in should do that, but the ayleid wells are just magic sources, and not a spell! Maybe tejon should have included an exclusion for those?
I summon tejon.

Oops! Spell fizzled!
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Stu Clarke
 
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Post » Thu May 03, 2012 2:03 am

Hey, I am using nGCD, Progress, TRAP, and Birthsigns Extended but I noticed my starting stats are a bit low according to the TRAP chart. (about 10-15 per stat) Is this normal with combined with those other leveling mods or is there an issue somewhere? I have not customized any of these mods yet.

Thanks
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Add Me
 
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Post » Wed May 02, 2012 6:21 pm

Hi again, I noticed my last reply never was answered but is okay since it wasn't really a big deal anyway other than noticing the starting stats never matched up with the starting stats shown on the readme...

Anyway, if I have an uncapper but do not wan't the way nGCD/Progress leveling to change can I just leave nGCD how it is and nothing will go wrong? I just want my stats to be able to go above 100 but I do not intend to prolong how high I want to level. Will nGCD manage skills/stats above 100 without simpleuncap?
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Noraima Vega
 
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Post » Wed May 02, 2012 5:58 pm

Hi again, I noticed my last reply never was answered but is okay since it wasn't really a big deal anyway other than noticing the starting stats never matched up with the starting stats shown on the readme...

Anyway, if I have an uncapper but do not wan't the way nGCD/Progress leveling to change can I just leave nGCD how it is and nothing will go wrong? I just want my stats to be able to go above 100 but I do not intend to prolong how high I want to level. Will nGCD manage skills/stats above 100 without simpleuncap?
nGCD will not handle the uncapped skills unless you tell it to. That can be done without the uncapper, but that won't avoid changing the leveling. I think the old nGCD ReadMe said what the level was capped at. I don't think the max level changed when it was uncapped before, due to which settings were changed. You can try setting all your skills to their max values to test of course.

I have a question as well. I was reading somewhere on this forum about someone having trouble lifting bodies and finding that this mod was the culprit. Right now, I am also having trouble lifting bodies, but I don't know what the cause is. Maybe it is this. Has anyone else had this problem?


--Tomlong75210


Edit: @tricky: Whadd'ya know, I found the answer to the level cap question in the nGCD thread, ha-ha.

Edit: So the answer is yes, you can keep the same cap. If you use enable simple uncap, simply subtract 100 from the LevelCap setting (default 85), since simple uncap adds 100. I'm about to do that as well. I completely forgot about the answer to my question. I don't even know if I settled on a mode... Anyway, I'm setting my LevelCap to -23 in the nGCDCalc.ini to make my actual level cap 77.
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Emma-Jane Merrin
 
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Post » Wed May 02, 2012 5:54 pm

nGCD will not handle the uncapped skills unless you tell it to. That can be done without the uncapper, but that won't avoid changing the leveling. I think the old nGCD ReadMe said what the level was capped at. I don't think the max level changed when it was uncapped before, due to which settings were changed. You can try setting all your skills to their max values to test of course.

I have a question as well. I was reading somewhere on this forum about someone having trouble lifting bodies and finding that this mod was the culprit. Right now, I am also having trouble lifting bodies, but I don't know what the cause is. Maybe it is this. Has anyone else had this problem?


--Tomlong75210


Edit: @tricky: Whadd'ya know, I found the answer to the level cap question in the nGCD thread, ha-ha.

Edit: So the answer is yes, you can keep the same cap. If you use enable simple uncap, simply subtract 100 from the LevelCap setting (default 85), since simple uncap adds 100. I'm about to do that as well. I completely forgot about the answer to my question. I don't even know if I settled on a mode... Anyway, I'm setting my LevelCap to -23 in the nGCDCalc.ini to make my actual level cap 77.
sigh, i think going negative level cap worked, but now you require 50 skill ups per level. 2% per skill up. perhaps there is simply no way to allow nGCD to go beyond 100 without completely altering the way you level. i will keep experimenting with it.
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i grind hard
 
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Post » Wed May 02, 2012 10:14 pm

Using a Progress/nGCD setup makes it very difficult to reach Master level skills, especially if using the GSD esp.
If all you want is to lift the lid off and let your level and skills go above 100 all you need is to do is alter this line in the nGCD ini
set nGCD.bSimpleUncap to 1

Or am I misunderstanding what your looking for?
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jeremey wisor
 
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Post » Wed May 02, 2012 3:13 pm

Using a Progress/nGCD setup makes it very difficult to reach Master level skills, especially if using the GSD esp.
If all you want is to lift the lid off and let your level and skills go above 100 all you need is to do is alter this line in the nGCD ini
set nGCD.bSimpleUncap to 1

Or am I misunderstanding what your looking for?
Well, in the past there was a multiplier instead so this increased value of 100 actually works fine now. Although, my stats did decrease by 10 to 15 points on each stat as well as losing 40-50 encumbrance and some life/mana. Not sure why? I am still level 1. I am going to just assume there is a reasonable explanation behind it such as some calculation when expanding the max stuff.
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CYCO JO-NATE
 
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Post » Thu May 03, 2012 4:16 am

Well, in the past there was a multiplier instead so this increased value of 100 actually works fine now. Although, my stats did decrease by 10 to 15 points on each stat as well as losing 40-50 encumbrance and some life/mana. Not sure why? I am still level 1. I am going to just assume there is a reasonable explanation behind it such as some calculation when expanding the max stuff.
You wanted to keep the level cap the same. That means, you know have twice as many skill points to reach each level. It makes sense that your level would drop. Your skills shouldn't have dropped at all though. Did you enable the simple uncap?

@Shikishima: Tricky wanted to enable the uncap while heading toward the same level cap...I think.

Progress does its calculations based on skills only, so your progress rate should not have changed at all. Only nGCD is doing anything with the uncapped stats.


--Tomlong75210
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Gemma Woods Illustration
 
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Post » Thu May 03, 2012 1:04 am

Just curious, will Progress conflict with a mod that simply gives skill ups to marksmanship while sneak attacking? I was using SDR which had a feature to add skill up bonus when successfully sneak attacking and the skill bar would move but still not sure if it will conflict somehow like not gaining any stats per skill up etc.

Edit- I guess the real question rather, is does nGCD recognize your skill increases if it comes from a mod other than Progress? Progress simply alters the rate at which I gain skill points so is that interconnected for nGCD or can I also use a different skill up rate mod but still gain the attribute points gained through nGCD?

Example of what I mean:

Spoiler
; Attributes; ----------set nGCD.fInfluenceRatio                to  100     ; 100; (Each attribute's influence should total to this value.)set nGCD.fStrengthArmorer               to  7       ; 7set nGCD.fStrengthAthletics             to  4       ; 4set nGCD.fStrengthBlade                 to  14      ; 14set nGCD.fStrengthBlock                 to  4       ; 4set nGCD.fStrengthBlunt                 to  17      ; 17set nGCD.fStrengthHandToHand            to  14      ; 14set nGCD.fStrengthHeavyArmor            to  7       ; 7set nGCD.fStrengthAlchemy               to  3       ; 3set nGCD.fStrengthAlteration            to  0       ; 0set nGCD.fStrengthConjuration           to  0       ; 0set nGCD.fStrengthDestruction           to  0       ; 0set nGCD.fStrengthIllusion              to  0       ; 0set nGCD.fStrengthMysticism             to  0       ; 0set nGCD.fStrengthRestoration           to  3       ; 3set nGCD.fStrengthAcrobatics            to  7       ; 7set nGCD.fStrengthLightArmor            to  4       ; 4set nGCD.fStrengthMarksman              to  11      ; 11set nGCD.fStrengthMercantile            to  0       ; 0set nGCD.fStrengthSecurity              to  0       ; 0set nGCD.fStrengthSneak                 to  5       ; 5set nGCD.fStrengthSpeechcraft           to  0       ; 0

Thanks!
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SamanthaLove
 
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Post » Wed May 02, 2012 3:43 pm

I must be dumb., coz you've lost me in your phraseology.
nGCD is in itself a leveling mod, so it would be completely incompatible with anything that would interfere with it's calculations.
Or are you asking is the mod dependant on Progress or is Progress usable with other leveling mods?
Clarify your meaning please.
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Queen
 
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Post » Thu May 03, 2012 3:23 am

Why would you use something other than progress? I don't know what you're talking about. nGCD calculates skill increases based on experience, and it could care less if some other mod just bumps the character's skill for something up a level (as reading a special book can). Could you elaborate on what this other mod might be? Either you're confusing what it does, or you're using another leveling mod, in which case, you shouldn't use it together with nGCD.


--Tomlong75210
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Samantha hulme
 
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Post » Wed May 02, 2012 10:47 pm

Haha, ok sorry I must have completely typed that wrong. What I was trying to ask was if a mod that manually increased skills would that be incompatible with nGCD since attributes are increased from skill ups being increased. So for example if there is a mod that simply increases sneak skill while sneak attacking (normally only does marksmanship) and only that, would nGCD detect that skill increase and appropriately calculate any attribute increase if valid. I suppose Progress really has no relevance in this case since it only changes the rate at which skills increase and not physically increase them. The mod I was referring to is Sneak Detection Re-calibrated which increased your sneak whilst successfully sneak attacking. However, it does not really matter anymore since it was not really a big deal in the first place so I disabled it, but I also had to remove the mod in general due to other reasons. Sorry for any confusion there. XD
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Charlotte Buckley
 
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Post » Wed May 02, 2012 10:45 pm

Haha, ok sorry I must have completely typed that wrong. What I was trying to ask was if a mod that manually increased skills would that be incompatible with nGCD since attributes are increased from skill ups being increased. So for example if there is a mod that simply increases sneak skill while sneak attacking (normally only does marksmanship) and only that, would nGCD detect that skill increase and appropriately calculate any attribute increase if valid. I suppose Progress really has no relevance in this case since it only changes the rate at which skills increase and not physically increase them. The mod I was referring to is Sneak Detection Re-calibrated which increased your sneak whilst successfully sneak attacking. However, it does not really matter anymore since it was not really a big deal in the first place so I disabled it, but I also had to remove the mod in general due to other reasons. Sorry for any confusion there. XD
I'm using SDR with nGCD just fine. I didn't notice it raising my sneak kill a point at a time. It probably just changes how experience is calculated, if anything. Either way, nGCD doesn't care...


--Tomlong75210
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Jordyn Youngman
 
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Post » Wed May 02, 2012 10:46 pm

This might be a strange question to ask but did you ever have any alternative ideas for the Wood Elf ability instead of the invisibility that you did not use? I kind of find the constant invisibility extremely annoying since the 3/6 second timer does not refresh after you stop moving, but rather after you lose invisibility so it frequently gives me invisibility immediately after I stop moving rather than 3/6 seconds after. I tried to fix it myself, but I can't get OBSE CS to work when I change your script since it won't recognize target.IsMoving.

Am just assuming I could edit this...

if eval !(target.IsActorDetected || target.IsSwimming || target.IsMoving)

Edit- I just noticed you already have XYZ coords for movement so I could just use those instead once I can figure out why I can't even save a simple script without it crashing. (even if I don't edit it) I always get recompile structure errors just recompiling unedited script. OBSE gives me like 100 errors, literally.
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k a t e
 
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Post » Wed May 02, 2012 7:30 pm

Nevermind, I just added a 3 second timer with the XYZ moving conditions and it works. Really simple to do if anyone is playing Wood Elf and is as obsessive compulsive about things as I am.

let value := target.GetPos X	if (value != locX)	let locX := value	let shadowsOK := 0	let timer := 3endiflet value := target.GetPos Yif (value != locY)	let locY := value	let shadowsOK := 0	let timer := 3endiflet value := target.GetPos Zif (value != locZ)	let locZ := value	let shadowsOK := 0	let timer := 3endif
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Anthony Rand
 
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Post » Wed May 02, 2012 5:33 pm

Page two after all this time? I love you guys. So hey! I wouldn't exactly say that I'm back, but if anyone's interested, I have a couple of news items.

First off, the folks over at http://tesalliance.org/ decided to http://tesablog.tesalliance.org/?p=596 for their http://tesablog.tesalliance.org/?cat=6 series. This is a great honor, and I hope anyone who reads about it here will also give their main site a visit.

Secondly, that interview request created a looming specter of public exposure which spurred me to get my ass in gear and put up an honest-to-goodness website of my own. Anyone interested in what I'm doing these days should drop by http://www.settworks.com/. Not that I've got any real info up there yet, but give me a few days. In the mean time there's a functioning forum, and everyone's invited!

Now I'd better get out of here before posts like Tricky's just above lure me into revisiting my mods. I'm pretty sure what he just implemented is actually what I originally intended and the current version is technically bugged, but dammit, I'm trying really, really hard to be good and stay focused on my commercial project. ;)
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Dj Matty P
 
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Post » Wed May 02, 2012 2:57 pm

Good deal :)
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HARDHEAD
 
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Post » Wed May 02, 2012 3:31 pm

Hi, tejon. :wavey:

Good to hear from you. And although I'd sure like to see you around here on a regular basis, I do know that RL can have its distractions as well as attractions. :smile:

EDIT: Great interview. I've always been a big fan of your mods, and for the first time I understand why I like them so much.
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claire ley
 
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Post » Wed May 02, 2012 10:02 pm

Garx, I'm not sure if I ever mentioned how awesome it is that you've got a von Braun quote in your sig. :)

Meanwhile, I'm executing right of "it's my thread, damn it" to bump and plead for more traffic to http://www.settworks.com/! Especially because I've got http://www.settworks.com/?p=125 that I'd like some public feedback on.
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Danny Blight
 
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Post » Thu May 03, 2012 5:04 am

Page two after all this time? I love you guys. So hey! I wouldn't exactly say that I'm back, but if anyone's interested, I have a couple of news items.

First off, the folks over at http://tesalliance.org/ decided to http://tesablog.tesalliance.org/?p=596 for their http://tesablog.tesalliance.org/?cat=6 series. This is a great honor, and I hope anyone who reads about it here will also give their main site a visit.

Secondly, that interview request created a looming specter of public exposure which spurred me to get my ass in gear and put up an honest-to-goodness website of my own. Anyone interested in what I'm doing these days should drop by http://www.settworks.com/. Not that I've got any real info up there yet, but give me a few days. In the mean time there's a functioning forum, and everyone's invited!

Now I'd better get out of here before posts like Tricky's just above lure me into revisiting my mods. I'm pretty sure what he just implemented is actually what I originally intended and the current version is technically bugged, but dammit, I'm trying really, really hard to be good and stay focused on my commercial project. ;)


Its.....its.....tejon!

:clap: :wavey:

Glad to see you back!
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GRAEME
 
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Post » Thu May 03, 2012 5:55 am

Can I ask a question about ngcd? I'm in the middle of the game and I've started looking more at the ini files. I noticed that the level cap was 85. I'm hoping to change that to 50, it feels more natural that way. I tried changing it, but when I loaded my save I got the level up icon. I sleep to level up and pick 3 skills. Picking the 3 skills actually doesn't do anything, I think the mod resets the changes. The problem is that the level does increase. I was level 5 before I made the change, now I'm level 11 and rising, the level up icon won't go away. Any ideas?
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Donald Richards
 
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Post » Wed May 02, 2012 6:33 pm

By setting the level cap to 50, it should have caused each level to require 25-30 skill points per level instead which would have made your level decrease. What do you mean you sleep and then pick 3 skills? Is this from a trainer? I don't believe nGCD allows you to select skills, as nGCD is a gradual and natural leveling system that increases stats as your skills increase. I recommend setting it back to 85, as this is the suggested optimal setting for nGCD. A cap of level 85 only means it will require this level to MAX every single skill in the game. This is an incredibly large amount of skills to max, so you will most likely never reach level 85 or even half of that. Requiring more than 20 skill ups per level will cause your character to be overpowered at later levels due to the amount of skill ups you will be acquiring per level.
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WTW
 
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Post » Thu May 03, 2012 3:11 am

Hey, if anyone wants to chat with me, for the next couple of hours I'll be live at http://www.livestream.com/catscratches where my fiancee/artist is working on concept art for my game. Topic not restricted to just that. :)
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Silvia Gil
 
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