[RELZ] Supreme Magicka V0.89, Beta 0.90, Thread 26

Post » Tue Dec 07, 2010 6:26 pm

That's interesting with the Dread Zombies, I recall there was a CTD with them when using OOO's Light Of Dawn... :shrug:


Exactly. There were two issues IIRC:

This Issue with Supreme Magicka and MMM Dread Zombies, shaders not working correctly is fixed in next MMM Release which is not too far away once again..

And if using OOO Light of Dawn Weapons that is fixed has well in Next OOO Version.


So if the same issue(s) should be fixed in upcoming releases of MMM and OOO respectively.
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Anne marie
 
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Post » Wed Dec 08, 2010 10:33 am

Well, I'm not using MMM nor OOO. But upon starting a new game with the same load order, the issue with zombies seems gone. And it seems to happen with any undead with a restore health ability, I tried adding Restore Health to liches' ability and it also caused a crash upon their death.
I'll probably do a clean save for next SM version.
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Penny Flame
 
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Post » Wed Dec 08, 2010 6:51 am

Uploaded a Beta 4 to tesnexus. Only contains the core esp and ini file. The ini file is not at its standard industry settings :P

This should be for testing purposes only. Hopefully everything reported recently on my critical/high priority list should be solved. Might be worth testing but not using continously for your main games just in case or keeping a different save for it. Note Spell levelling esp may be bundled with supreme magicka in the final version. For now the current changes listed are

Now Requires OBSE 19, Sustainable spells now work differently by holding onto the spell cost preventing your magicka from regenerating to the maximum (too many sustained spells will cause you to have little spare magicka for other spells). Magicka regeneration in combat is greatly reduced. Being born under mage birthsign will increase these regen rates in combat. Added option to gain magic skill usage from staffs, also staffs will take longer to become uncharged if you are skilled the magic the staff casts. Added undead and deadra name detection to flag more mod added undead/daedric creatures correctly and flag SI actors more appropriately. Fixed paralysis issues from frost effects applying to base actor. DR critical effects only use the damage of the first 5 seconds of the spell to determine chance of effect. DR compatibility built in no extra plugin needed. The two default starting spells are now disabled on starting a new game and are only obtained if you major in a destruction or restoration (Can be disabled), Fixed a frame rate drop that occurs in certain mod setups, Fixed incorrect ini gameplay settings for magic regeneration, Spell Levelling has been ported into a separate mod and no longer exists in supreme magicka, All summons from any mod are now fully supported, General Bug Fixing.


Note General bug fixing pretty much encompassing all the fixes since beta 3 :whistling:
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GRAEME
 
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Post » Wed Dec 08, 2010 7:50 am

Uploaded a Beta 4 to tesnexus. Only contains the core esp and ini file. The ini file is not at its standard industry settings :P

This should be for testing purposes only. Hopefully everything reported recently on my critical/high priority list should be solved. Might be worth testing but not using continously for your main games just in case or keeping a different save for it. Note Spell levelling esp may be bundled with supreme magicka in the final version. For now the current changes listed are



Note General bug fixing pretty much encompassing all the fixes since beta 3 :whistling:


Installed beta4 to an install that previously did not have SM at all (though a rather new save, pretty much just got out of the sewers). Loaded up the save and used the tdt command to see debug-msgs. The screen was spammed constantly (it never stopped flooding the screen with messages as seen below, I made by sure it kept flooding constantly by using commands now and then that were quickly removed from view since the messages flooded the screen.
The only changes I made to the ini you supplied with b4 was to disable the magicka regen settings and set the detect life shader to option #3 so kuertee's mod will handle that.
Anyway here's the pic:

http://img.ihack.se/images/16129435107811.jpg

Not sure if this helps you in any way, but figured I'd post it anyhow!

Load order used:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Cobl Main.esm  [Version 1.73]03  TamRes.esm04  Waalx Animals & Creatures.esm05  VASE - core.esm06  Armamentarium.esm  [Version 1.35]07  Artifacts.esm  [Version 1.1]08  Hemingweys Capes Improved.esm  [Version 3.0b]09  Kvatch Rebuilt.esm0A  Better Cities Resources.esm  [Version 4.8.4]0B  Progress.esm  [Version 2.2]0C  John's Leveled List Overhaul.esm0D  The Arsenal.esm0E  Ayleid Power Stones.esm**  TNR ALL RACES FINAL.esp  [Version 1.06]**  TNR - ShiveringIsles.esp  [Version 1.00]0F  Unofficial Oblivion Patch.esp  [Version 3.3.4]10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  Better Cities .esp13  AN Scripts.esp14  All Natural.esp  [Version 1.1]15  All Natural - SI.esp  [Version 1.0]16  Immersive Interiors.esp  [Version 0.7]17  Enhanced Water v2.0 HDMI.esp++  KoldornsImprovedLava2.esp18  Merged Environment.esp++  Symphony of Violence.esp19  MIS Low Wind.esp1A  All Natural - Real Lights.esp  [Version 1.1]1B  WindowLightingSystem.esp1C  AliveWaters.esp1D  Book Jackets Oblivion.esp1E  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp1F  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]20  Enhanced Economy.esp  [Version 5.1]21  Display Stats.esp  [Version 1.3.1]22  DropLitTorchOBSE.esp  [Version 2.4]23  Enhanced Seasons.esp  [Version 1.3.1]24  kuerteeCleanUp.esp25  Quest Log Manager.esp  [Version 1.3.2]26  QZ Easy Menus.esp27  Streamline 3.1.esp28  Vacuity.esp  [Version 0.2]29  Map Marker Overhaul.esp  [Version 3.8]2A  Map Marker Overhaul - SI additions.esp  [Version 3.5]2B  Enhanced Hotkeys.esp  [Version 2.1.1]2C  DLCHorseArmor.esp2D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]2E  DLCOrrery.esp2F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]30  DLCVileLair.esp31  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]32  DLCMehrunesRazor.esp33  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]34  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp**  EVE_StockEquipmentReplacer.esp35  Adonnays Elven Weaponry for NPCs.esp36  AC2 Revisited HGEC.esp37  EY_AoD.esp38  EY_BM_Armory.esp39  Kafei's Circlets Reforged.esp3A  RSArmor.esp3B  The Arsenal.esp++  The Arsenal - Leveled Lists.esp3C  Underworld Armor.esp3D  Mage Equipment.esp3E  XiaNewAmuletsV1.esp**  Armamentium female.esp3F  DLCThievesDen.esp40  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]41  Cobl Glue.esp  [Version 1.73]42  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  Alluring Potion Bottles v3.esp++  Alluring Wine Bottles.esp43  Hemingweys Capes Improved.esp  [Version 3.0b]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]44  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp45  John's Leveled List Overhaul.esp++  John's Leveled List Overhaul - Cyrodillic Armors.esp++  John's Leveled List Overhaul - Vanilla Armours.esp46  John's Leveled List Overhaul - Vanilla Weapons.esp47  John's Leveled List Overhaul - Bandits in Glass Begone.esp48  CurseOfHircine.esp49  CoH Werewolves Clothed.esp++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp4A  CNRP Brumav02.esp  [Version 0.2]4B  CNRP Chorrol.esp  [Version 1.1]4C  CNRP DB.esp  [Version 1.0]4D  CNRP Cheydinhal.esp  [Version 1.0]4E  CNRP FightersGuild.esp  [Version 1.0]4F  WAC.esp50  WAC - OverSpawn.esp++  WAC - No Spiders.esp51  WAC - Dead Knights.esp52  WAC - Birds&Insects.esp53  WAC - Horses.esp54  WAC - TCOS.esp55  WAC - TCOS Shops.esp  [Version 03]56  WAC - Legion.esp57  WAC - Gladiator.esp58  WAC - Magic.esp59  Ivellon.esp  [Version 1.8]5A  Amen'thalas.esp5B  Amen'thalas - AN Patch.esp**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.1]5C  BrotherhoodRenewed.esp  [Version 1.0.11]5D  CDEP-UnderpallCave.esp5E  Kvatch Rebuilt.esp5F  Kvatch Rebuilt Weather Patch.esp60  The Ayleid Steps.esp  [Version 3.4]61  Ayleid Respawn v1.0 - For The Ayleid Steps.esp62  VaultsofCyrodiilBC.esp63  VHBloodlines 1.2.esp  [Version 1.5]64  DLCBattlehornCastle.esp65  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]66  DLCfrostcrag.esp67  DLCFrostcragReborn.esp68  Kvatch Rebuilt_Frostcrag Reborn.esp69  FrostcragRebornCobl.esp6A  Knights.esp**  Knights - Book Jackets.esp6B  Knights - Unofficial Patch.esp  [Version 1.1]**  EVE_KnightsoftheNine.esp6C  SM Plugin Refurbish(Merged).esp  [Version 1.30]6D  The Lost Spires.esp6E  GuardsofCyrodiilRedux.esp  [Version 1.10]6F  LanternMonastery.esp70  MannimarcoRevisited.esp71  John's Leveled List Overhaul - Mannimarco Revisited Patch.esp72  ElsweyrAnequina.esp++  Elsweyr - Drinks Patch.esp++  ElsweyrAnequinaNoSpiders.esp73  Tales from Elsweyr Anequina.esp74  Walkabout.esp++  WAC - Elsweyr Anequina.esp75  road+bridges.esp  [Version 4.6]76  Feldscar.esp  [Version 1.0.6]77  Vergayun.esp  [Version 1.0.6]78  Faregyl.esp  [Version 1.0.10]79  Faregyl+Anequina Patch.esp7A  The Arsenal - Faregyl Patch.esp7B  Molapi.esp  [Version 1.0]7C  xulStendarrValley.esp  [Version 1.2.2]7D  FiveLanterns-StendarrValley patch.esp7E  xulTheHeath.esp7F  XulEntiusGorge.esp80  xulFallenleafEverglade.esp  [Version 1.3.1]81  LostSpires-Everglade patch.esp82  Anequina-Fallenleaf-Patch.esp83  xulColovianHighlands_EV.esp  [Version 1.2.1]84  xulChorrolHinterland.esp  [Version 1.2.2]85  WAC-ULchorrolhinterland-patch.esp86  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]87  WAC - xulBCLostCoast.esp88  xulBravilBarrowfields.esp  [Version 1.3.2]89  Tales Elsweyr Anq Bravil Barrowfields Patch.esp8A  xulLushWoodlands.esp  [Version 1.3.1]8B  xulAncientYews.esp  [Version 1.4.3]8C  xulAncientRedwoods.esp  [Version 1.6]8D  xulCloudtopMountains.esp  [Version 1.0.3]8E  xulArriusCreek.esp  [Version 1.1.3]8F  xulRollingHills_EV.esp  [Version 1.3.3]90  xulPantherRiver.esp91  xulRiverEthe.esp  [Version 1.0.2]92  xulBrenaRiverRavine.esp  [Version 1.1]93  xulImperialIsle.esp  [Version 1.6.6]94  xulBlackwoodForest.esp  [Version 1.1.0]95  xulCheydinhalFalls.esp  [Version 1.0.1]96  KvatchRebuilt-CheydinhalFalls patch.esp97  DungeonsOfIvellon-CheydinhalFalls patch.esp98  xulAspenWood.esp  [Version 1.0.2]99  xulSkingradOutskirts.esp  [Version 1.0.1]9A  xulSnowdale.esp  [Version 1.0.2]9B  Feldscar+Snowdale Patch.esp  [Version 1.0]9C  FrostcragReborn-Snowdale patch.esp9D  xulCliffsOfAnvil.esp9E  NRB4+UL-II Patch.esp  [Version 5.0.1]9F  West Roads.espA0  APS Rare Stones.espA1  Castle Wolfspike2.espA2  bartholm.espA3  bartholm - EE patch.esp  [Version 4.2]A4  Fort Akatosh Redux.espA5  FortAkatoshRedux-NewRoads&Bridges patch.espA6  Legion Ranger Addon.espA7  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]A8  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]A9  HUD Status Bars.esp  [Version 2.0.1]AA  EVE_ShiveringIslesEasterEggs.esp++  Gold Change II.espAB  Class Advantages.esp  [Version 1.01]++  more books teach.espAC  P1DkeyChain.esp  [Version 5.00]AD  SkycaptainsBloodTime.espAE  Ashes to Ashes.esp  [Version 1.0]AF  SupremeMagicka.esp  [Version 0.90]B0  MidasSpells.espB1  Lightweight Potions.esp  [Version 1.1]B2  Creature Damage Fix.esp  [Version 2.2]B3  Phitt's Phighting Phixes.espB4  nGCD.espB5  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espB6  Merged Progress Plugin.esp  [Version 2.0]B7  JCN_AV Uncap.esp  [Version 1.01]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.espB8  1em_Vilja.esp  [Version 3.1]B9  bgBalancingEVCore.esp  [Version 10.52EV-D]BA  Birthsigns Expanded.esp  [Version 3.2a.]BB  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]BC  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]BD  bgMagicEVPaperChase.esp  [Version 1.68EV]BE  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]BF  bgIntegrationEV.esp  [Version 0.993]C0  TRAP.espC1  The Versatile Adventurer.espC2  kuerteeSimpleVampirismExpanded.esp++  Better Looking Dark Elves.espC3  Better Looking Wood Elves Vanilla Black Eyes.espC4  Better Cities Full.esp  [Version 4.8.4]C5  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]C6  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]C7  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]C8  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]C9  Better Cities - VHBloodlines.esp  [Version 4.8.4]CA  Better Imperial City.esp  [Version 4.8.4]CB  Better Imperial City FPS Patch.esp  [Version 4.8.1]CC  Better Cities - COBL.esp  [Version 2.1]CD  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]CE  Better Cities Full FPS Patch.esp  [Version 4.8.4]++  Disable Tutorial Text.espCF  Automatic Timescale.esp  [Version 1.1.1]D0  SPAWN.esp  [Version 0.3]**  [GFX]_Initial_Glow-all.espD1  DS Flaming Arrows.esp  [Version 1.2]D2  MiniMap.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]D3  Bashed Patch, 0.espD4  kuerteeDetectLifeEffectNightEyeShader.espD5  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]D6  Duke Patricks - Actors Can Miss Now.espD7  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]D8  Duke Patricks - Combat Archery.esp  [Version 3.7]


Edit: Suppose I should mention, I use OBSE v20 beta
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carla
 
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Post » Tue Dec 07, 2010 8:15 pm

@Peste: In the new ini turn off debug messages by setting it to 0. Its the very first ini entry.

Odd that you have so many general tokens being removed at once, but might in fact be fine as unloaded cells probrably end clearing up all the token on all the actors.
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katie TWAVA
 
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Post » Tue Dec 07, 2010 8:38 pm

@Peste: In the new ini turn off debug messages by setting it to 0. Its the very first ini entry.

Odd that you have so many general tokens being removed at once, but might in fact be fine as unloaded cells probrably end clearing up all the token on all the actors.


Well I wanted the debugging there to check if I could find anything out of the ordinary. :) And yes, it does indeed seem like an awful big number of tokens being removed at once. So if I understand you right (which I probably don't), there should be less general tokens being removed if I go to a previously unloaded cell?
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..xX Vin Xx..
 
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Post » Wed Dec 08, 2010 8:26 am

@Peste: I suspect it is when cells become unloaded that alot of tokens get removed. In exterior locations that will happen a lot as you move around.
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R.I.p MOmmy
 
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Post » Wed Dec 08, 2010 6:09 am

@Peste: I suspect it is when cells become unloaded that alot of tokens get removed. In exterior locations that will happen a lot as you move around.


Ah, I see. However, to me it appeared to be the creatures in my current cell that got their tokens removed. The zebra cows and sheep were all there right infront of me for example, and as I moved around a bit and met great elks etc - I'd get token removed messages about those. Used the coc command to teleport myself to Bruma, and once I zoned out of the guild hall I was met with a lot of token removed messages for the rats in Bruma.
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Misty lt
 
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Post » Wed Dec 08, 2010 5:54 am

It is probably in this part of the script token:
Spoiler
If fPlayerDistance > 4000 && Self.GetInSameCell Player || SMStealthTokenOn <= 0 || UninstallMode || SMDebugMode1	printD "Supreme Magicka: Removed General Token (" + Self.GetName + ")"	If SetBonus > 0		;Message "Sneak Bonus Off 2"		Set SetBonus to 0		Set SneakBonus to -SneakBonus		Self.ModAV ResistMagic SneakBonus	Endif	if Magnitude != 0		set Magnitude to Magnitude * -1		Self.modactorvalue ResistMagic Magnitude		set Magnitude to 0		set fSaveddamage to 0	endif	RemoveMeEndif

Maybe the token gets added regardless of the distance to player, so as soon as it finds it is more than 4000 units away it gets removed. But I think GetInSameCell should return 0 in exteriors, or maybe the exterior is always the current worldspace cell, dunno.
I haven't actually tried the file yet, I preferred to look at the scripts. I know its a beta, so I'd better not point anything about it. But a thing about handlers, like the new summon dispel handler: in my use of them it seemed that if you specify the actor to which the handler is set, the handler will ONLY work for that actor. If you want the handler to affect many actors at once, you need not to set the ref::whatever part, and instead simply set the handler for the magic effect whenever you want it to be active (likely on game load) and make the handler itself select the type of refs on which it is valid for it to run.
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Camden Unglesbee
 
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Post » Tue Dec 07, 2010 10:53 pm

Yup there is a performance issue here because the token gets added to all npcs in a cell (8 cells in the exterior) but the npc is out of range so it is instantly removed again. So glad i started putting debug messages everywhere, it has caught lots of logic issues :D


in my use of them it seemed that if you specify the actor to which the handler is set, the handler will ONLY work for that actor.


Just tested on a multi summon with 3 summons out. All were killed by the the dispel other spell, so it appears it is working for all summoned actors correctly.
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Horse gal smithe
 
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Post » Wed Dec 08, 2010 1:13 am

Tried starting a new game, used the tdt command right away. The script continously removed general tokens from everyone in the starting dungeon over and over (Easy to spot there since "Removed General Token For Emperor Uriel Septim" tends to stand out :))
That was a bit harder to tell from the last report since there were loads of creatures with the same names around, so figured I'll post that too.
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loste juliana
 
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Post » Wed Dec 08, 2010 4:03 am

Well, nothing too relevant to say, but if you go with my idea of a detect life shader for vampire players, or for detect life shaders in general, best not to use membrane shaders and stick with membrane particle ones. It seems only one membrane can play on the actor, so if he has another like the fortify shaders, the detect life ones won't play.

Also, maybe there is a way to create a 'shader library' of sorts, so that users could choose which shaders would play on each type of actor? I think there are so many and tastes are so different that it would be impossible to make it too exhaustive, but maybe it would be possible to at least let the user choose among all the SM shaders for any type of creature.
It would need defining a few shaders as reference variables in a quest script. Depending on a numeric value set in the ini, the script assigns a shader to a variable, and the detect life script would simply PMS those variables.
something like:
int shaderNormalOptionint shaderUndeadOption...ref shaderNormalref shaderUndead...if shaderNormalOption == 1let shaderNormal := zzLifeDetectedBrightelseif shaderNormalOption == 2let shaderNormal := zzLifeDetectedelseif......if shaderUndeadOption == 1let shaderUndead := zzLifeDetectedBrightelseif...

and the script on the detect life token would PMS Lifedetectquest.shaderUndead on undeads, Lifedetectquest.shaderNormal on default, etc... the mod would also need to include a screenshot for the user to compare shaders and know which number is which shader.

Edit: also, some of the name check in the script seems a bit redundant. It is safe to assume that GetCreatureType is going to catch correctly most references to determine the correct shader. Mods like MMM will generally use correct creature types, so anything that looks and is named like a daedra will likely be GetCreatureType 1 with no name check needed, plus AbGhostNPC is probably the only relevant spell that positively tells a NPC is supposed to be a spirit of sorts, any other undead gets caught with GetCreatureType 2 or Getvampire.
So what remains useful is the names used by NPCs who should be categorized as daedra/undead, namely knights of order (useless bit of info: although it seems they may not be daedra, but something else) from vanilla, or golden saints and banshees from overhauls; and passing the race name of the npc as a string and evaluating it (mainly for the new daedric races in race balancing project, and zombie races in MMM)
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Carlitos Avila
 
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Post » Wed Dec 08, 2010 6:49 am

It would be nice extra. There is a green and yellow shader of detect life shaders not used. I really need that red version of the detect life cloud though (originally there was supposed to be but it was corrupt). Probrably not for 0.90 though, as i just want to focus on stablity first. Make sure it is pretty stable as the major release version so we have a good base to work off.
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Lily
 
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Post » Wed Dec 08, 2010 12:39 am

SM,

I hope you keep all this stuff configurable in the ini because I'm really concerned about compatibility with other mods. By "stuff" I mean the options for magicka regen, the calculation for your base magicka, use of shaders and some of these spell effects. Personally, I disable the doing damage via healing spells to undead. I use Kuertee's new shaders for night-eye and life detection. Lastly, I'm concerned about SM (the mod this time :)) remaining compatible with Oblivion XP. Needless to say, I have a vested interest in that :)

Question for you: is it possible to disable the push effects from telekinesis spells? I've tried going through the ini and changing some of the stuff in there, but I haven't found anything that works. I use telekinesis to retrieve Welkynd stones from their high perches and I'm afraid more often that not the stupid telekinesis spell knocks the stone off it's pedestal rather than grabbing it. I've even had the object get propelled across the floor when trying to cast the spell on something that was sitting on a trap. Could you please add something to the ini to disable these effects? Or perhaps give me some guidance so I can do it myself :)
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Crystal Clarke
 
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Post » Wed Dec 08, 2010 1:49 am

Maybe kuertee could give permission to include his detect life shader in SM, and users could choose it in the detect life system. Some shaders from tejon's life detected mod come to mind too. Or maybe I should just go to bed and stop pestering you about it, which is likely what I'll do :D
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herrade
 
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Post » Wed Dec 08, 2010 1:24 am

Now Requires OBSE 19, Sustainable spells now work differently by holding onto the spell cost preventing your magicka from regenerating to the maximum (too many sustained spells will cause you to have little spare magicka for other spells).


Really looking forward to the new implementation of sustainable spells. Loved it in Mighty Magicka but think it is too "unbalanced/overpowered" in SM currently. Sounds excellent.
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Lexy Dick
 
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Post » Tue Dec 07, 2010 10:52 pm

SM,

I hope you keep all this stuff configurable in the ini because I'm really concerned about compatibility with other mods. By "stuff" I mean the options for magicka regen, the calculation for your base magicka, use of shaders and some of these spell effects. Personally, I disable the doing damage via healing spells to undead. I use Kuertee's new shaders for night-eye and life detection. Lastly, I'm concerned about SM (the mod this time ) remaining compatible with Oblivion XP. Needless to say, I have a vested interest in that

Question for you: is it possible to disable the push effects from telekinesis spells? I've tried going through the ini and changing some of the stuff in there, but I haven't found anything that works. I use telekinesis to retrieve Welkynd stones from their high perches and I'm afraid more often that not the stupid telekinesis spell knocks the stone off it's pedestal rather than grabbing it. I've even had the object get propelled across the floor when trying to cast the spell on something that was sitting on a trap. Could you please add something to the ini to disable these effects? Or perhaps give me some guidance so I can do it myself


The new features are all configurable in the ini. Oblivion XP should be compatible as long as you disable the magicka ini settings or disable oblivionXP's.

Telekinesis should always work with items and not blast them anywhere, I am going to re-test to make sure that is working correctly in 0.90.

Really looking forward to the new implementation of sustainable spells. Loved it in Mighty Magicka but think it is too "unbalanced/overpowered" in SM currently. Sounds excellent.


Possibly summons need to be more expensive when using sustainable mode. If your out of mana the summons get cancelled so you really need to manage you mana reserves. But agree it might be too easy to keep your summon out indefinately at present.
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Vicki Gunn
 
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Post » Wed Dec 08, 2010 2:02 am

The new features are all configurable in the ini. Oblivion XP should be compatible as long as you disable the magicka ini settings or disable oblivionXP's.

Telekinesis should always work with items and not blast them anywhere, I am going to re-test to make sure that is working correctly in 0.90.


Great! That's good to hear.

The telekinesis is really causing trouble for me, so if you could have a look, that would be grand. Basically I'm using Psychic Motion on a Welkynd stone on a high pedestal and the spell will knock it off the pedestal at least half the time. The spell doesn't seem to grab the stone at all - it just knocks it flying. I'm still using 0.89 atm.
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Alexander Lee
 
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Post » Wed Dec 08, 2010 10:22 am

Great! That's good to hear.

The telekinesis is really causing trouble for me, so if you could have a look, that would be grand. Basically I'm using Psychic Motion on a Welkynd stone on a high pedestal and the spell will knock it off the pedestal at least half the time. The spell doesn't seem to grab the stone at all - it just knocks it flying. I'm still using 0.89 atm.


I've tested with 0.90 with every Welkynd stone i can find and have yet to not be able to grab one so i suspect i have already fixed it. If when you try 0.90 it still happens to you it could be a mod conflict if some mod overrides supreme magicka changes done to magic effects (specifically the custom script magic effect)
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sexy zara
 
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Post » Tue Dec 07, 2010 10:21 pm

I've tested with 0.90 with every Welkynd stone i can find and have yet to not be able to grab one so i suspect i have already fixed it. If when you try 0.90 it still happens to you it could be a mod conflict if some mod overrides supreme magicka changes done to magic effects (specifically the custom script magic effect)


Have my changes been added yet? :) I'd like to grab 0.9 but I must admit I don't want to redo my changes :D

I don't have any other magic mods loaded, so I don't think the script effect is being overridden. What should I look for in TES4Edit if I wanted to verify?
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sharon
 
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Post » Tue Dec 07, 2010 10:49 pm

Have my changes been added yet? :) I'd like to grab 0.9 but I must admit I don't want to redo my changes :D

I don't have any other magic mods loaded, so I don't think the script effect is being overridden. What should I look for in TES4Edit if I wanted to verify?


Your changes should be in I beleive apart from mod cleaning related fixes.
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Marta Wolko
 
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Post » Wed Dec 08, 2010 2:50 am

Great! I'll check it out then - thanks!
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Albert Wesker
 
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Post » Wed Dec 08, 2010 9:56 am

Uploaded beta 5 to tesnexus

More misc fixes in various places.
Fixed General Token Spam Issue.
Unlock Spells esp merged into core esp turn on and off in the ini.

Other fixes done to optional plugins but not currently available in the beta zip, they will be available in the RC release whenever that is.
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ezra
 
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Post » Wed Dec 08, 2010 11:17 am

Cool, so the unlock system now gets added to all unlock spells.
The magnitudes that determine the type of lock are stored in game settings, iLockLevelMaxVeryEasy-VeryHard, wouldn't it be better to use those rather than directly using their default values? Even the wiki says its better to leave them at default, so no matter.
Also, this is probably more complex than it sounds, but since unlock spells now get a new script effect added, how about using unlock on forbidden (when the red door icon appears on them) doors being a trespassing crime if witnessed, like in Morrowind?

Edit: for the Isdaedra and Isundead functions, why not using something like this?
Spoiler
scn zzIsUndeadref actorshort isundeadnamestring_var raceBegin Function { actor }	set isundeadname to 0	If actor.GetIsCreature == 0		let race := $ (actor.GetRace)		if eval (sv_Count "Zombie" race > 0 || sv_Count "Undead" race > 0 || sv_Count "Skeleton" race > 0)			let isundeadname += 1		endif	endIf	let isundeadname += actor.CompareName "Undead"	let isundeadname += actor.CompareName "Banshee"	let isundeadname += actor.CompareName "Lich"	let isundeadname += actor.CompareName "Ghost"	let isundeadname += actor.CompareName "Wraith"	let isundeadname += actor.CompareName "Spectral"	let isundeadname += actor.CompareName "Ghost"	let isundeadname += actor.CompareName "Zombie"	let isundeadname += actor.CompareName "Eldritch"	if (isundeadname || actor.GetCreatureType == 2 || actor.IsSpellTarget AbGhostNPC || actor.GetVampire)		SetFunctionValue 1		Return	endif	sv_Destruct raceEnd

Spoiler
scn zzIsDaedraref actorshort isdeadranamestring_var raceBegin Function { actor }	set isdeadraname to 0	If actor.GetIsCreature == 0		let race := $(actor.GetRace)		if eval (sv_Count "Aureal" race > 0 || sv_Count "Mazken" race > 0 || sv_Count "Seducer" race > 0 || sv_Count "Xivilai" race > 0 || sv_Count "Golden Saint" race > 0) ;daedric races from bg's Race Balancing Project			let isdeadraname += 1		endif	endIf	let isdeadraname += actor.CompareName "Atronach"	let isdeadraname += actor.CompareName "Jyggalag"	let isdeadraname += actor.CompareName "Sheogorath"	let isdeadraname += actor.CompareName "Knight of Order"	let isdeadraname += actor.CompareName "Golden Saint"	let isdeadraname += actor.CompareName "Dark Seducer"	if (isdeadraname || actor.GetCreatureType == 1 || actor.GetIsRace Dremora)		SetFunctionValue 1	endif	sv_Destruct raceEnd

Adding too many names to the check can cause more mishaps than it solves, like having a 'Daedra summoner' human NPC be flagged as daedra (priests of order are still mortals AFAIK, its the knights the ones who are supposed to be spirits of sorts). GetCreatureType, plus plus evaluating the NPC's race name, and that ghost ability spectral NPCs use, is probably more than enough check for all cases. The += operator saves space, as it adds the result of what is left to what is right directly.
Well, I'm probably getting a bit too overzealous with these.

Edit2: and how about moving the divine intervention destinations to inside the churches, as is the case with Bruma? That could avoid issues with mods like Open Cities.
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Breautiful
 
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Post » Wed Dec 08, 2010 6:21 am

No solution for undead/deadra detection is perfect. Reasoning to go all names is not all mods obey expected categories for race. It has been a mega mess to be frank accross the scale with mods previosly so it was the best solution to catch most things we could. MMM has at least fixed alot of the issues since then.
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Jacob Phillips
 
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