RELZWIP tejon's-thread-O-Mods

Post » Wed May 02, 2012 6:01 pm

I wonder if you could clear something up for me.

Any time I try this in my current install, the health bar does not reach zero/empty when I die - my health is usually still about a third/quarter full when I die.

Is this normal? I do find this rather disconcerting and I would like to use this mod over the long-term, but this puts me off, as I think I've got more health than I actually have!

Thanks in advance.
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Samantha Mitchell
 
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Post » Thu May 03, 2012 4:22 am

Try entering the following command in the console:

setavmod health script 0
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how solid
 
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Post » Wed May 02, 2012 10:58 pm

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

Everytime 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?
tejon, good to see you back :) I have an unasnwered question - see above?
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Stay-C
 
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Post » Wed May 02, 2012 7:43 pm

Ah, the Ayleid Well issue... damn it, I know exactly how to fix that. In fact, there was an event trigger added to OBSE v0020 at my request for exactly that purpose. See, this is why I shouldn't be hanging out here. I can't just let their effort go to waste, so I guess I've gotta crack open the CS. :P

Right, I want to get as much done at once as I can. So there's Fizzle, there's the "Progress Initialized" FAQ, and there's the TRAP Bosmer behavior. Anything else? Bug fixes only.
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Red Sauce
 
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Post » Wed May 02, 2012 10:31 pm

Bug Report:
The Redguard "Rush" ability in T.R.A.P. has no duration; according to the read me it's supposed be 60 seconds.
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Claire
 
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Post » Wed May 02, 2012 5:41 pm

Try entering the following command in the console:

setavmod health script 0

Sorry, that didn't work - got error message as follows:-

"function setavmod requires a reference."

Also, if using Progress and JCN AV Uncapper with nGCD, do I need to make any changes in the ini apart from the simple uncap setting?

Thanks for your previous reply.
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Anna Beattie
 
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Post » Thu May 03, 2012 4:21 am

"function setavmod requires a reference."
D'oh... right,

player.setavmod health script 0

And simple uncap should be all you need.
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Jessica Phoenix
 
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Post » Wed May 02, 2012 11:36 pm

D'oh... right,

player.setavmod health script 0

And simple uncap should be all you need.
What mod is this script part of that is being disabled? The uncap mod?
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Thomas LEON
 
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Post » Wed May 02, 2012 5:56 pm

That's for troubleshooting the "dying at 70% health" issue he mentioned earlier. 99% of the time if an attribute has a blatantly wrong value and there's no apparent reason why, it's a misplaced script modifier. I have no idea what mod or script might have caused it; but zeroing it out will either fix it, change it in a diagnostically significant way, or not change (also meaningful).

Edit: To be clear, the "script" modifier is global -- it's changed by any use of the vanilla ModAV command. (OBSE's ModAV2 affects the "damage" modifier instead.)
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Project
 
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Post » Wed May 02, 2012 11:54 pm

D'oh... right,

player.setavmod health script 0

And simple uncap should be all you need.

Thanks for that, Tejon - will report back with the result once I've tried it.
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GEo LIme
 
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Post » Thu May 03, 2012 5:40 am

Sorry about this, but it made no difference - the health bar still shows some health when I'm dead.

I really am at a loss, as it doesn't happen with either vanilla or realistic levelling, only nGCD. It would be nice to solve this, but I intend to keep on using it, as I am using, and like, most of your other levelling based mods as well. I should add that this happens with only nGCD installed, so it is not down to these other mods.

I do have Duke Patricks mods installed, if that's any help.
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Patrick Gordon
 
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Post » Wed May 02, 2012 11:04 pm

I've never seen anything like that before. :( Does this happen with a new character?
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Amiee Kent
 
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Post » Thu May 03, 2012 1:07 am

Sorry about this, but it made no difference - the health bar still shows some health when I'm dead.

I really am at a loss, as it doesn't happen with either vanilla or realistic levelling, only nGCD. It would be nice to solve this, but I intend to keep on using it, as I am using, and like, most of your other levelling based mods as well. I should add that this happens with only nGCD installed, so it is not down to these other mods.

I do have Duke Patricks mods installed, if that's any help.

I've heard of similar issues if you are using a custom race, RBP, COBL Races or similar type of mod.
I don't know if it's perhaps something to do with these altering the starting stats that nGCD would expect to see?
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Calum Campbell
 
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Post » Thu May 03, 2012 3:54 am

It still does it with a new character, but not with a completely new game.

I believe Shikishima may be on the right track, as I am using a custom race as part of OWCND.

To be safe in the long run I have decided to start a completely new game and to use the in-built levelling system in OWCND.

Thanks for your help anyway.
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Dezzeh
 
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Post » Wed May 02, 2012 4:26 pm

Odd... nGCD in default configuration should be compatible with any race mod. Some of the advanced settings can assert assumptions about average/baseline attributes, but unless you've enabled those I can't think of anything that might break it with regards to racial stats.

Here's an idea, though. What result do you get if you type this at the console:

GetGS fPCBaseHealthMult
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Mark Hepworth
 
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Post » Wed May 02, 2012 10:09 pm

Odd... nGCD in default configuration should be compatible with any race mod. Some of the advanced settings can assert assumptions about average/baseline attributes, but unless you've enabled those I can't think of anything that might break it with regards to racial stats.

Here's an idea, though. What result do you get if you type this at the console:

GetGS fPCBaseHealthMult

When I said it doesn't happen with a completely new game, I meant a vanilla game without OWCND. It only happens when OWCND is loaded.

You may be aware that this overhaul has conflicts with a few mods such as Hud Status Bars and Oblivion Xp Updated due to the fact that it uses a different menu structure from other menus.

Also, I have found that a red mist effect when you die using OWCND no longer happens if you use another menu such as BTmod. (Took a while before that penny dropped!) But I hasten to add that I do really like the OWCND menu - svcker for punishment!

However, despite these conflicts, I have no intention of giving it up, as it is my favourite overhaul by far - and I've tried them all!

In answer to your question, I got the following result:-

gamesetting fpcbasehealthmult =1.00 with nGCD running.

I should add, that in order to use a levelling mod other than OWCND's in-built one, you have to switch OWCND's off, which I have done any time I've tried nGCD.
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Alexander Lee
 
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Post » Wed May 02, 2012 11:16 pm

That GMST is what it should be, so I guess we'll have to chalk this up to nGCD being just plain incompatible with OWCND. I'd wager there's a way to patch it, but that's definitely beyond the scope of what I'm willing to tackle right now. Good to know about it, in any case.
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Loane
 
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Post » Wed May 02, 2012 10:00 pm

Fair enough, at least we know a bit more about this incompatibility now for other users.

Thanks for your feedback on this.
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c.o.s.m.o
 
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Post » Wed May 02, 2012 3:34 pm

Parting thought on that -- if you or anyone else wants to make a compatibility-patched version of nGCD for OWCND, please feel free. My only stipulations for others revising my work are (1) give me credit and (2) make it very clear that tech support for your distribution is not my responsibility. Since nGCD is stable and I'm not doing non-bugfix modding for at least the next six months, there should be no version-control issues either.

Same applies if anyone wants to release a proper patch for that Fallout-style world leveling mod (forget the name). Someone already published the code editing instructions, it was just a matter of making nGCD change a variable in the other mod instead of actually changing the player's level.
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Robert Bindley
 
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Post » Thu May 03, 2012 5:54 am

Live concept art sketching and open chat for This World Forsaken http://www.livestream.com/catscratches for a couple of hours if anyone wants to drop by!
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Hilm Music
 
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Post » Thu May 03, 2012 12:16 am

Got another bug report. Thought I'm not sure which mod it's caused by Birthsigns Expanded or nGCD.

Basically, when I use one of the Apprentice birthsing's invocations to buff one attribute by 35 and reduce all others by 5, it instead somehow increases all others by 5 in addition to the selected stats 35 boost.

The reason i can't figure out which mod is causing it is that Birthsigns Extended's 5 point attribute drains are showing up in my active effects list but as mentioned above, not only am I not getting the drains, I'm getting a boost proportional to the drains.
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naana
 
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Post » Thu May 03, 2012 12:33 am

Wow. See, I tell people about this kind of bug. So blatantly obvious that you can't believe it went live... and then it goes ten months without any reports.

nGCD v2.1.1 (and probably 2.1.0) treats Ability-type attribute drains as attribute bonuses. Verified with no other plugins loaded, including .dll plugins for OBSE. :blink: Seriously, what the hell!

Okay, I guess it's time to get to work. :P
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Channing
 
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Post » Wed May 02, 2012 8:06 pm

Well, good to know it wasn't due to a mod conflict on my part(I stupidly forget to check for that before posting :facepalm: ). I only just started using nGCD recently(along with most of your other mods), after reading your interview on TESAlliance.

Anyway, Thank you for still working on bug fixes. I know you busy with more important things.
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Multi Multi
 
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Post » Wed May 02, 2012 2:57 pm

Wow. See, I tell people about this kind of bug. So blatantly obvious that you can't believe it went live... and then it goes ten months without any reports.

nGCD v2.1.1 (and probably 2.1.0) treats Ability-type attribute drains as attribute bonuses. Verified with no other plugins loaded, including .dll plugins for OBSE. :blink: Seriously, what the hell!

Okay, I guess it's time to get to work. :P

So that might as well has been the reason why my char got boni instead of penalties whenever I added "BathingMod" to my mod list (and yes, it was the default version, not the "bonus instead of penalties"-version), even with a plain basic FCOM-install (with nGCD & Progress) !??!? I already was about to post about that issue, wondering why only me should have that issue (given that BathingMod is not all that uncommon after all). Thanks for having a look into this!!
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steve brewin
 
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Post » Thu May 03, 2012 3:11 am

That time of week again: http://www.livestream.com/catscratches. The artist is focused on This World Forsaken, but Oblivion-related discussion's fine too!
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Danel
 
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