[RELZ] Supreme Magicka V0.89

Post » Fri May 27, 2011 11:54 am

Whenever I try to load Supreme Magicka after LAME my summoned dremoras just fall on the ground. Also when I run into Flame atronochs they are fine but whenever someone tries to conjure one they just fall on the ground blinking. I have tried everything I can think of .
-disabling multi summons in the SM .ini
- using the LAME conjuration plugin loaded after SM
- Taking SM_mmm and/or SM_ooo out of the lineup and bash patch
I miss the leveled and enchanted bound items from SM, also I need to use the SM .ini to raise the cost of sopells because I have over 1000 magick and spells cost less than 50 to cast ussually. I have talked with corepc on the mmm forums about this because it only seams to affect mmm monsters . I am at my wits end, do I just have to accept that the wonderful customization from SM is lost to me?


If you're using MMM's Extra Wounding the issue may be caused by it. See http://www.gamesas.com/bgsforums/index.php?showtopic=1037788 for more info. Try removing it and wait for respawn if you're using it.
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Cayal
 
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Post » Fri May 27, 2011 5:54 pm

Corepc told me about extra wounding,unfortunatly it has never been in my load order., I dont have a very sophisticated mod lineup so I dont understand how I am the only one experiencing it. I wish i could load SM last. I really miss the bound items. I havetried everything i can think of. Back a few pages there is a "fix" that involves editing some script. Should we be doing that? It seams that my game place much smother with i tqake SM_MMM and SM_OOO out of the load list. I noticed in other peoples posted load orders tthat its about 50/50 people who have fcom and those 2 plugins and those with fcom and leaving those 2 out.which is correct?
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K J S
 
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Post » Fri May 27, 2011 12:29 pm

Hey all, been using SM for a little while now and I really like the overhaul it makes to the magic system. One question: if I'm running this in conjunction with LAME (loading SM later so I get the preferred SM stats on spells), can I still use LAME's enchantment effect shaders (bgMagicEVShader.esp)? I can't figure out how to get just the shaders to take priority and not LAME's spell stats from the plugin. I figured the Bash:Graphics tag would take care of this, but I think the NoMerge tag prevents that from happening. Any ideas?
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Pixie
 
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Post » Fri May 27, 2011 1:17 pm

Vargus- can you please post your load order? I just load the bgmagicevshader.esp before the bash patch. the tags are no merge,graphics. I want to load SM after LAME but when I do my summoned dremora just lay on the ground.So I go with the BOSS order and it seams to work fine.I also use the shader but like I said I load it right before the patch as it just adds graphics and I want it to effect every item that is on the load list. I might add that my game runs great with 121 mods and I rarely get crashes. I get 6 hr play sessions in all the time.
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Chantel Hopkin
 
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Post » Fri May 27, 2011 2:41 pm

I wanted to use bg2408s standalone LAME enchantment shader and it seems that Supreme Magicka overwrites the changes made by the mod. I already bashed it into the bashed patch and it does nothing. After uninstalling Supreme Magicka it does work, but this is not what I want.

Is it somehow possible to use it with SM?
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Mizz.Jayy
 
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Post » Fri May 27, 2011 10:08 am

Is SM still being updated?
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Eve Booker
 
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Post » Fri May 27, 2011 5:33 am

I'm installing SM and I wonder about the sustained summons settings:

;Set to a value to turn on a sustainable summon system where summons will stay out as long as you have enough mana to sustain them.;Mana cost per second is (cost of spell/ chosen value) .Overrides consistent summons and variable summon control.;Its best to set this to value in the range of 15-25. I reccomend 20 as it appears to be the most balanced value.	Set SustainableSummons to 0set SustainableXP to 0; Conjuration skill use per second while sustained summons is active. Set to <= 0 to disable gaining experience. Recommended value 0.01


So I should set SustainableSummons to 1 and SustainableXP to 0.01, but where do I set the chosen value for mana cost per second? :unsure: I loved sustained summons in Mighty Magicka btw, so I'm looking forward to using it in SM. :)

EDIT: Uhm, I don't understand how to set consistent summons either. It says:

 The following settings lock all default spells of that type to a specific duration; Setting it to 0 sets them to their default durations; # in parenthesis = recommended duration if you wish to turn it ONSet ConsistentSummons to 0	; Sets duration for all summon spells (60)Set ConsistentBoundArmor to 0	; Sets duration for all bound armor spells (120)Set consistentBoundWeapon to 0	; Sets duration for all bound weapon spells (60)


If I set ConsistentSummons to 1 they last 1 sec, if I set ConsistentSummons to 60 - they still last differently, with default durations. And I don't see any setting that enables it with 1.
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Steven Nicholson
 
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Post » Fri May 27, 2011 1:27 pm

The Burden effects in SM seem to perma damage your stats and such, and can only be fixed by the UOPs stat fix
Turning it off in the ini seems to fix it, but still sounds like a bug
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Lily
 
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Post » Fri May 27, 2011 9:06 am

Bump on my issue above, i.e. how to set Sustainable Summons in the ini. In fact, I don't understand how to set Consistent or Variable summons either as I find no off/on switch in the ini - just durations.
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RUby DIaz
 
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Post » Fri May 27, 2011 4:49 am

Is Strategy Master even around anymore? I haven't seen him in forever
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Averielle Garcia
 
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Post » Fri May 27, 2011 7:10 am

@Xtyfe: You rang? :P I'm alive and watching the forum just not actively posting on time. Burden spell shouldn't be bugging but if it is it must be quashed.

@Vargus/FallenWizard: Odd it should work because thats what i had done. But i dont have my current load order any more after reinstalling windows 7. I havn't set up my entire oblivion mod set yet to advise on that.

@Mr Tissue Box: Not at the moment because of in part real life and I also have been adverting my modding attention to my warcraft 3 mods that needed updating for a new patch.

@Arkngt: You dont set them to 1 to turn them on. You set them to whatever number you want to turn them on and that number becomes the duration. Sustainable summons you set to a specific value X.
Mana per second = (cost of spell / X)

Sustainable summon settings override variable and consistent settings.
Variable summon overrides consistent settings.


The duration not being what you set is going to be due to your magic effeicieny value. If its not 100% because you are wearing armor the values of the spells will be slightly less.
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Britney Lopez
 
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Post » Fri May 27, 2011 1:11 pm

@Arkngt: You dont set them to 1 to turn them on. You set them to whatever number you want to turn them on and that number becomes the duration. Sustainable summons you set to a specific value X.
Mana per second = (cost of spell / X)


OK, I get

Set SustainableSummons to 1
set SustainableXP to 0.1 (recommended)

But where do I set mana per second? You recommend 20, but I see no setting for it?

(Also, as said above setting "ConsistentSummons to 60" still left them at default durations, but I want Sustainable Summons anyway so that's my first priority.)

EDIT: Here is the part in the ini on Sustainable Summons:

;Set to a value to turn on a sustainable summon system where summons will stay out as long as you have enough mana to sustain them.;Mana cost per second is (cost of spell/ chosen value) .Overrides consistent summons and variable summon control.;Its best to set this to value in the range of 15-25. I reccomend 20 as it appears to be the most balanced value.	Set SustainableSummons to 0set SustainableXP to 0; Conjuration skill use per second while sustained summons is active. Set to <= 0 to disable gaining experience. Recommended value 0.01


I can't see where I set mana per second.
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Lucky Girl
 
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Post » Fri May 27, 2011 10:15 am

@Arknt: Set sustainable summons to 20.

Ah you need to summon the summo with consistent summons. Once its summoned it will last the 60 seconds as expected.
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Cheville Thompson
 
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Post » Fri May 27, 2011 7:07 pm

@Arknt: Set sustainable summons to 20.

Ah you need to summon the summo with consistent summons. Once its summoned it will last the 60 seconds as expected.


Thanks!
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Kim Kay
 
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Post » Fri May 27, 2011 11:37 am

OK, now it works (I misunderstood how the settings work), but I don't get the "where summons will stay out as long as you have enough mana to sustain them" part. They don't disappear for me even with very low mana (I opened the menu and had 7 but it was still summoned). This with Set sustainable summons to 25.
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Jordan Fletcher
 
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Post » Fri May 27, 2011 8:52 am

@Arkngt: it means your magicka regeneration has broken even with your magicka loss so it stays sustained indefinatly. Lower the value some more and the magicka loss should be stronger than ur magicka regeneration and end the summon.
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Andrew
 
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Post » Fri May 27, 2011 8:14 am

@Arkngt: it means your magicka regeneration has broken even with your magicka loss so it stays sustained indefinatly. Lower the value some more and the magicka loss should be stronger than ur magicka regeneration and end the summon.


OK, I'll try that.*

Another thing: No matter what I set "Set zzSMConjurationControl.LevelledSummons" to I get the same durations, for example Summon Scamp is 27 seconds for everything between 100 over 137 to 250. Also, Summon Skeleton is always 32 seconds - but shouldn't it be much longer as its cost is less than half of the scamp (54/21)?

*EDIT: I set it at 15 (Set sustainable summons to 15) but it's still there with only 6 points Magicka. Or did I misunderstand you?
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Ysabelle
 
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Post » Fri May 27, 2011 11:55 am

I was getting the purple clouds issue, which I fixed in the ini, but I don't have RGO, so I was wondering if someone has any idea what in my load list is causing it...

Just to be clear, the issue was player character and all NPCs showing the mysticism cast-on-self effect simpultaneously every couple of seconds, with the alteration 'open' sound playing too (It's not exaclty clear from the readme what the purple clouds are, but the fix fixed my issue, so I presume it's the same). Does the fix mean that if I cast levitation or poison spells there will be no visual or sound effect?

Modlist:
Active Mod Files:00  Oblivion.esm01  Inventory Tracker.esm02  All Natural Base.esm  [Version 0.9.7]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9a7]09  Better Cities Resources.esm0A  Progress.esm  [Version 2.2]0B  HorseCombatMaster.esm0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.05]12  Better Cities .esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Fran Armor Add-on.esp19  All Natural - Real Lights.esp  [Version 0.9.7]1A  All Natural.esp  [Version 0.9.7]1B  All Natural - SI.esp  [Version 0.9.7]1C  WindowLightingSystem.esp1D  RAEVWD New Sheoth.esp  [Version 1.5]**  RealitySpectre'sBetterPotions.esp1E  Enhanced Economy.esp  [Version 2.0.2]1F  sr_super_hotkeys.esp20  DLCOrrery.esp21  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]22  SM Plugin Refurbish - Orrery.esp  [Version 1.11]23  DLCVileLair.esp24  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]25  SM Plugin Refurbish - VileLair.esp  [Version 1.11]26  DLCMehrunesRazor.esp27  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]28  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]29  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2A  CallSteed3.0a.esp  [Version 3.0]2B  DLCThievesDen.esp2C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2E  SM Plugin Refurbish - ThievesDen.esp  [Version 1.11]2F  Cobl Glue.esp  [Version 1.72]30  Cobl Si.esp  [Version 1.63]31  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]32  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]33  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]34  FCOM_RealSwords.esp  [Version 0.9.9]35  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]36  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]37  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]38  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]39  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Farm Animals.esp++  Mart's Monster Mod - More Passive Wildlife.esp++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp3B  Geomancy & Gem Dust OOO.esp++  MMM-Cobl.esp  [Version 1.69]3C  DLCBattlehornCastle.esp3D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3E  SM Plugin Refurbish - Battlehorn.esp  [Version 1.11]3F  DLCFrostcrag.esp40  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]41  FrostcragAlchemySorter.esp++  DLCFrostcrag_MysticEmporiumPatch.esp42  Knights.esp43  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]44  Birthsigns Expanded.esp  [Version 3.]45  DS Portable Sorters.esp  [Version 1.1]46  DS Storage Sacks.esp  [Version 1.21]47  Visual Health Indication, Cobl.esp  [Version 1.0]48  Kyoma's Journal Mod.esp  [Version 3.2.0]49  RenCorpseMod.esp4A  SetsunaDummyTraining.esp4B  boh_dungeonbgone.esp4C  SupremeMagicka.esp  [Version 0.89]4D  SM_ShiveringIsles.esp  [Version 0.86]4E  SM_DLCSpellTome.esp  [Version 0.80]4F  SM_OOO.esp  [Version 0.89]50  SM_MMM.esp  [Version 0.89]51  SM_COBL.esp  [Version 0.86]52  SM_EnchantStaff.esp  [Version 0.80]53  SM_Scrolls.esp  [Version 0.84]54  SM_SigilStone.esp  [Version 0.83]55  RshAlchemy.esp56  attack and hide medium v2.1.esp57  StealthOverhaul.esp58  sycHearNoEvil.esp  [Version 1.0]59  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp5A  DeadlyReflex 5 - Combat Moves.esp5B  npcjump.esp5C  SM_DeadlyReflex.esp  [Version 0.86]5D  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp5E  Duke Patricks - Fresh Kills Now Alert The NPCs.esp5F  Duke Patricks - Smash of the Titans.esp60  CLS-OldFriends-OBSE.esp61  nGCD.esp62  nGCD Oghma Infinium.esp63  nGCD Skeleton Key.esp64  ProgressGSD.esp  [Version 2.0]65  ProgressMBSP.esp  [Version 2.0]66  ProgressSBSP.esp  [Version 1.0]67  ProgressRBSP.esp  [Version 1.0]68  ProgressRacial.esp69  ProgressArmorer.esp  [Version 1.0]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]6A  TRAP.esp6B  Willful Resistance.esp  [Version 4.0]6C  Better Cities - Full City Defences.esp6D  Better Cities Full.esp6E  Better Imperial City.esp6F  Better Cities - COBL.esp  [Version 2]++  Disable Tutorial Text.esp70  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp++  CoreRandmonClothing4Npcs.esp++  Item interchange - Extraction.esp  [Version 0.76]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]71  Bashed Patch, 0.esp72  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp73  FormID Finder4.esp74  kuerteeCleanUp.esp75  Streamline 3.1.esp

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luke trodden
 
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Post » Fri May 27, 2011 4:51 am

I'm running an FCOM setup and though I'm not a vampire, I decided to enable undead life detection in the INI. Then I noticed alot of undead are detected as living (pink instead of azure).

So I added the following lines to the SupremeMagicka.esp's zzSMAreaTokenSystemScript - just after line 482:
elseif ((nextitem.GetCreatureType == 2 || nextitem.GetFactionRank UndeadFaction >= 0) && (nextitem.CompareName "Spectral" || nextitem.CompareName "Lich" || nextitem.CompareName "Defiled" || nextitem.CompareName "Banshee" || nextitem.CompareName "Steel " || nextitem.CompareName "Ayleid" || nextitem.CompareName "Undead" || nextitem.CompareName "Black Sun"));More Undead 	if (Player.GetVampire || DetectLifeUndead)		nextitem.playMagicShaderVisuals zzSMShaderAzure 3	endif


The "Steel " and "Ayleid" matches might give false reports, but I haven't run into any so far. This also misses a few uniques, but they're pretty rare. Feel free to include the snippet in an update if you desire, or if there's a better way, please let me know.

My version reports .89, but I'm pretty sure I've installed .89b - your line numbers may vary I guess.
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Big mike
 
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Post » Fri May 27, 2011 5:09 am

I'm running an FCOM setup and though I'm not a vampire, I decided to enable undead life detection in the INI. Then I noticed alot of undead are detected as living (pink instead of azure).

So I added the following lines to the SupremeMagicka.esp's zzSMAreaTokenSystemScript - just after line 482:
elseif ((nextitem.GetCreatureType == 2 || nextitem.GetFactionRank UndeadFaction >= 0) && (nextitem.CompareName "Spectral" || nextitem.CompareName "Lich" || nextitem.CompareName "Defiled" || nextitem.CompareName "Banshee" || nextitem.CompareName "Steel " || nextitem.CompareName "Ayleid" || nextitem.CompareName "Undead" || nextitem.CompareName "Black Sun"));More Undead 	if (Player.GetVampire || DetectLifeUndead)		nextitem.playMagicShaderVisuals zzSMShaderAzure 3	endif


The "Steel " and "Ayleid" matches might give false reports, but I haven't run into any so far. This also misses a few uniques, but they're pretty rare. Feel free to include the snippet in an update if you desire, or if there's a better way, please let me know.

My version reports .89, but I'm pretty sure I've installed .89b - your line numbers may vary I guess.
I have to admit I'm suprised you encounter so many undead-but-not-so-undead, I believed that almost each and every undead has one of the three undead abilities (AbUndeadBoneResist, AbUndeadEtherealResist and AbUndeadFleshResist). And the latest version checks for those three abilities. Looking at a couple of those undead actors it seems they use seperate/modded abilities instead of any of these three standard ones. I guess the current methode isn't as perfect as I had thought. :shrug:
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gemma king
 
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Post » Fri May 27, 2011 6:11 pm

I have to admit I'm suprised you encounter so many undead-but-not-so-undead, I believed that almost each and every undead has one of the three undead abilities (AbUndeadBoneResist, AbUndeadEtherealResist and AbUndeadFleshResist). And the latest version checks for those three abilities. Looking at a couple of those undead actors it seems they use seperate/modded abilities instead of any of these three standard ones. I guess the current methode isn't as perfect as I had thought. :shrug:

Well there were a few that weren't even in the undead faction - which is why I started tinkering with it to begin with it to begin with. I'd enter a dungeon and all hell would break loose because I'd have Deep Lichs fighting Lich Kings, etc. So after adding the faction to them (in MMM I think FCOM_Convergence.esp) and everything settled down, I began to wonder why they were pink.

That particular example - Deep Lich - has AbLichResist "Resist magic", and LL2CreatureLich100 (Which doesn't contain any of those abilities you mentioned). Though I really have no idea why. Without the increased spawns associated with an FCOM game, it probably wouldn't be a big deal.

And to be clear, I'm not making any demands here, just putting the code out there for SM if he wants it or anyone else that might want to fix their own game.
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Siidney
 
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Post » Fri May 27, 2011 5:02 pm

Well there were a few that weren't even in the undead faction - which is why I started tinkering with it to begin with it to begin with. I'd enter a dungeon and all hell would break loose because I'd have Deep Lichs fighting Lich Kings, etc. So after adding the faction to them (in MMM I think FCOM_Convergence.esp) and everything settled down, I began to wonder why they were pink.


This, and everything you wrote in your previous post is what I hate more about my actual game! I can easily add your snippet to my SM, but could I ask you how to change the faction of those undead not-so-undead? I hate Lich killing every other actor by the time I reach them, I have some limited knoweledge of the CS, but never played around with factions...

Would it be rude to ask you to explain it to me via PM, or send me your modded version of FCOM?
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Chantel Hopkin
 
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Post » Fri May 27, 2011 2:26 pm

This, and everything you wrote in your previous post is what I hate more about my actual game! I can easily add your snippet to my SM, but could I ask you how to change the faction of those undead not-so-undead? I hate Lich killing every other actor by the time I reach them, I have some limited knoweledge of the CS, but never played around with factions...

Would it be rude to ask you to explain it to me via PM, or send me your modded version of FCOM?

Not rude at all, but probably easier to post it here and that way others can do it too. It's quite simple really, but TBH, I can't remember all those that I changed, so you may have to do them as you notice them - Lichs were the biggest problem (Deep Lich, Lich Lord, Lich King, Nether Lich)

I used http://www.tesnexus.com/downloads/file.php?id=11536.

1. Open it up and load up all the automatically selected and active ESPs
2. Find the offending critter (ex. FCOM_Convergence.esp/Creature/Deep Lich)
3. At that point you should see all the ESPs the creature comes from - in my setup it's only Mart's Monster Mod.esm, and FCOM_Convergence.esp.
4. Scroll down the right hand pane until you see the faction section, and you'll see MMM adds the UndeadFaction to the object, but FCOM doesn't.
5. Right-Click the column where FCOM and the header "Factions" (on the left) meet, click add.
6. Click the blank spot that appears under FCOM, and you should see a drop down box appear.
7. Scroll down to - and select - UndeadFaction.
8. Repeat for any creatures you want to add the faction to.
9. Close TES4Edit and save it when prompted (back-up should be created automatically).

If you've never used TES4Edit before it can be a little daunting at first, but once you've used it once or twice and understand it, it'll get easier.

Edit: 10. Rebuilding your bashed patch is probably also needed.
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Nancy RIP
 
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Post » Fri May 27, 2011 3:05 pm

I'd have Deep Lichs fighting Lich Kings, etc. So after adding the faction to them (in MMM I think FCOM_Convergence.esp) and everything settled down, I began to wonder why they were pink.


Would it be rude to ask you to explain it to me via PM, or send me your modded version of FCOM?


Somewhat related to this topic ..I have already fixed the faction on liches, deep liches, etc for the Next MMM release and Unofficial FCOM update. So that they are friendly with those in undead faction.

Also fix for undead has well.

So you just need to wait till tommorrow for the next release of MMM and UFCOM. To get these fixes.
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Shaylee Shaw
 
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Post » Fri May 27, 2011 1:30 pm

Somewhat related to this topic ..I have already fixed the faction on liches, deep liches, etc for the Next MMM release and Unofficial FCOM update. So that they are friendly with those in undead faction.

So you just need to wait till tommorrow for the next release of MMM and UFCOM.

Great, thank you! I was going to report it in the FCOM thread, but figured (hoped), you already knew about it. And I also know you have tons on your plate these days and didn't want to bother you. Plus I'm lazy ... plus I always feel stupid posting when the rest of you are the real experts :P

Sorry SM for derailing your thread with the faction thing.
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Jon O
 
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