[RELz/WIPz] tej?n's thread-O-mods

Post » Fri May 27, 2011 12:18 pm

Just because I feel like sharing... I just closed my first Oblivion gate. Like, ever. That's right, I've never even liberated Kvatch before. :P

I'll probably start up a fresh character tonight, different race and sign. I need the playtest data. And... well, it feels wrong playing so long without starting over... :P

Nice work! Yes, it's amazing how modders can never actually play the game. I'm taking some time to play through Shivering Isles and I'm remembering why this game is so insanely awesome. Anyway, it was great to hear your account...although I must say you probably would have enjoyed it more if you had shiny level-up screens pop up with the nice level-up music! Haha, just had to put a plug for that again...thanks for all your work.
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Paul Rice
 
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Post » Fri May 27, 2011 12:31 am

shiny level-up screens

:facepalm: I knew I'd forgotten something! Better get crackin' before my respectable position in the New Brumbek Order is compromised...

with the nice level-up music

Uh-oh. I don't know how to do that part yet. :spotted owl:
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carly mcdonough
 
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Post » Fri May 27, 2011 6:19 am

:facepalm: I knew I'd forgotten something! Better get crackin' before my respectable position in the New Brumbek Order is compromised...


Uh-oh. I don't know how to do that part yet. :spotted owl:

Finally the respect I deserve! ;) Don't worry, I promise to put you in charge of something of at least minor importance.

Well, the music I mean is just the success level up music, I figured it was automatic with the level up screen. Anywho, if you can get that working and stuff I promise you a position of moderate importance and your own lackey.
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Connie Thomas
 
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Post » Fri May 27, 2011 2:19 am

Well, the music I mean is just the success level up music, I figured it was automatic with the level up screen.

I don't plan on using the normal screen, though. (Many complications to that method.) Instead I was going to read the level-specific text into a string variable, then just toss it into a messagebox. I'm sure there's a fairly simple way of making that music play when I do so.

And, bonus: I'll make sure it doesn't happen in the middle of combat. ;)
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Abi Emily
 
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Post » Fri May 27, 2011 12:51 pm

I'm not sure how music works. Using advlevel plays the success music then resets to the previous music type with vanilla. BetterMusicSystem relies on EMC playlists and SoundCommands, and will reset the playlist afterward, but all of the core music functions are in the dll's so I cant see the code. I do know that the oblivion's StreamMusic command doesn't work.

And if you don't want to break EMC playlists, an alternative method would be to use the success as a Sound instead of Music file. Fade out the music volume, play the sound, then fade back in. Although BMS uses SoundCommands music fading for in and out of combat customizable by the user, so waiting 20 seconds after combat should work pretty good. EMC has a boolean during fading, but SC doesn't.
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Holli Dillon
 
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Post » Fri May 27, 2011 12:42 pm

Hey, if I want to have attributes and skills cap set to 100, but to allow to go above that via fortify attribute/skill only, then how my nGCD settings should looks like?

set nGCD.iSkillMax                      to  100     ; 100set nGCD.bAbilitiesReduceSkillMax       to  0       ; 1set nGCD.iAttrMax                       to  100     ; 100set nGCD.iAttrCap                       to  100     ; 100set nGCD.bAbilitiesObeyAttrMax          to  0       ; 1


Is that right?
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u gone see
 
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Post » Thu May 26, 2011 10:22 pm

I do know that the oblivion's StreamMusic command doesn't work.

Drat. Well, I'm not going to make this dependent on anything but OBSE. We'll see if another solution appears, otherwise I'll have to just use a sound file.


Zax, those settings are good, though you require Elys to actually uncap the skills, and to gain full effect from over-cap attributes. And incidentally, if I ever decide to try Elys, that's about how I'd use it. :) (I'd add racial influence on attributes.)

This does not prevent skills from rising to 200 due to Elys, by the way. It only caps the internal math so that nGCD still treats them as 100. I've got a Progress module planned which lets you set hard caps for skills based on race and class, though.
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Gaelle Courant
 
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Post » Fri May 27, 2011 12:58 pm

This does not prevent skills from rising to 200 due to Elys, by the way. It only caps the internal math so that nGCD still treats them as 100.


If this doesnt prevent them from raising to 200 then those settings arent good... ;) At least to get effect I wanted to achieve. I need something to actually cap them at 100 - just exluding fortify abilities - is that possible at all? Guess its more complicated for skills because they really needs Elys to get benefit, but doesnt attributes above 100 increase things even without Elys? If there is no way to hard cap, unlocked by Elys, skills in nGCD then I wont use Elys in that case.

Btw that progress module you mentioned sounds so interesting. Cant wait!
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Suzy Santana
 
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Post » Fri May 27, 2011 2:16 pm

I need something to actually cap them at 100 - just exluding fortify abilities - is that possible at all?

Yes, but again, I haven't done it yet. :P

Guess its more complicated for skills because they really needs Elys to get benefit, but doesnt attributes above 100 increase things even without Elys?

Yes and no. Several things are increased, other things are not.

Carry capacity from Strength goes up, but weapon damage doesn't. Ditto marksman damage from Agility; no idea whether your chance to get staggered continues to go down. Speed, Intelligence, Willpower and Endurance generally work as intended all the way up. Don't know about Personality.

Luck is... complicated, and badly done. There's a mechanical reason nGCD just leaves it at 50 by default; basically, all luck does is give you phantom skill ranks, but it can't push a skill's effective value over 100, even with Elys, even if the skill is already over 100.

If there is no way to hard cap, unlocked by Elys, skills in nGCD then I wont use Elys in that case.

nGCD does nothing to skills, it only reads them. That's why the feature you're looking for has to come from a Progress module. ;)
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Symone Velez
 
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Post » Fri May 27, 2011 12:37 am

Hey tejon, would it be ok if I borrowed the concept of character-specific ini files (as in BlablaSomeMod - Bob.ini)? Not that I'll copy any actual code but you did kind of come up with the whole idea. :)
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*Chloe*
 
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Post » Fri May 27, 2011 12:57 am

Hey tejon, would it be ok if I borrowed the concept of character-specific ini files (as in BlablaSomeMod - Bob.ini)? Not that I'll copy any actual code but you did kind of come up with the whole idea. :)
Progress has that feature ? Nice ...
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.X chantelle .x Smith
 
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Post » Fri May 27, 2011 10:03 am

Hey tejon, would it be ok if I borrowed the concept of character-specific ini files (as in BlablaSomeMod - Bob.ini)? Not that I'll copy any actual code but you did kind of come up with the whole idea. :)

To be perfectly honest, I find it amusing that you even feel the need to ask. :P Of course you can! No reason not to copy/paste the code, even... it's pretty obvious and generic, I bet yours would look almost identical to mine even if you didn't look at my scripts first.


Progress has that feature ? Nice ...

nGCD too. I'm playing class-free characters (which need some settings tweaks to work right), but I have to test mods with a class pretty frequently, and coding this feature was less effort in the long run than swapping .ini files manually depending on what I'm doing.
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Jennifer Munroe
 
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Post » Fri May 27, 2011 8:45 am

Hello again.
I just started using Progress together with nGCD and Eyls Uncapper and in the Progress readme, it says that I should wait until it says something about progress in the corner to start playing. But no matter how long I wait, it doesn't say anything. I am running OBSE 18 beta 4. Opening the console only shows the normal OSR stuff... nothing about progress. Is it safe to assume I did something wrong? Just in case, here's my LO
Masters for: Save 6 - Ravin - Waterfront, Level 1, Playing Time 00.45.44.ess00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.71]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b1]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  Progress.esm  [Version 2.2]08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  Francesco's Optional Chance of Stronger Bosses.esp0C  Francesco's Optional Chance of Stronger Enemies.esp0D  Francesco's Optional Chance of More Enemies.esp0E  Francesco's Optional Leveled Quests-SI only.esp0F  Francesco's Optional Leveled Guards.esp10  FCOM_Francescos.esp  [Version 0.9.9]11  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  Fran Armor Add-on.esp14  Fran_Lv30Item_Maltz.esp++  no_wind-2578.esp15  Living Economy.esp16  Living Economy - Items.esp17  Cutthroat Merchants.esp18  Cobl Glue.esp  [Version 1.69]19  Cobl Si.esp  [Version 1.63]1A  Bob's Armory Oblivion.esp1B  FCOM_BobsArmory.esp  [Version 0.9.9]1C  Oblivion WarCry EV.esp1D  FCOM_WarCry.esp  [Version 0.9.9]1E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1F  FCOM_Convergence.esp  [Version 0.9.9]20  FCOM_RealSwords.esp  [Version 0.9.9]21  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]22  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]23  MMM-Cobl.esp  [Version 1.69]24  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]25  Harvest [Flora].esp  [Version 3.0.0]26  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]27  Salmo the Baker, Cobl.esp  [Version 3.08]28  Toggleable Quantity Prompt.esp  [Version 3.1.1]29  nGCD.esp2A  Let There Be Darkness - Cyrodiil + SI.esp2B  Cobl Races.esp  [Version 1.52]2C  Cobl Races TNR.esp  [Version 1.53]2D  Cobl Races TNR SI.esp  [Version 1.53]2E  Cobl Races - Balanced.esp  [Version 1.52]++  Disable Tutorial Text.esp++  Francesco's day lenght rescale 1-16.esp2F  Cobl Silent Equip Misc.esp  [Version 01]30  Bashed Patch, 0.esp31  NoFlicker_BrightTorch.esp


Ravin
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CSar L
 
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Post » Fri May 27, 2011 12:13 am

it says that I should wait until it says something about progress in the corner

Heh, yeah, that's a bug. There's no message right now. Just wait about five seconds. :)

BTW, I meant to thank you for the kind words a few days ago, and never did. Thanks!
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Campbell
 
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Post » Fri May 27, 2011 2:03 am

Heh, yeah, that's a bug. There's no message right now. Just wait about five seconds. :)

BTW, I meant to thank you for the kind words a few days ago, and never did. Thanks!


Your welcome :thumbsup:
Okie dokie thanks just had to be sure it was working.
Another kind word from me: I know it's kind of the point of the mod, But I love how customizable Progress is. I've always hated how slow my marksmen skill leveled and now I can finally speed it up!

Ravin
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Emma Louise Adams
 
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Post » Fri May 27, 2011 8:40 am

http://img30.imageshack.us/i/errordnm.jpg/

There seems to be something wrong with a script in MagLite.

I also don't really understand the serpent's soul hunger.

"If target dies, caster's Soul Hunger is further reduced"
Does this mean caster's Soul Hunger is further reduced if the target dies from anything? Or does this only apply if the target dies from your Serpent Sting? I'm finding it really difficult to reduce the level of soul hunger on a new character at the moment.
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Charles Weber
 
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Post » Fri May 27, 2011 1:29 pm

The error is from the OBSE beta, and under investigation. It doesn't seem to be actually breaking mod function in most cases, though that can vary between game loads (even from the same save).

"If target dies, caster's Soul Hunger is further reduced"
Does this mean caster's Soul Hunger is further reduced if the target dies from anything?

For any reason, while Sting is active.

I'm finding it really difficult to reduce the level of soul hunger on a new character at the moment.

It's supposed to be difficult. It's supposed to encourage you to slaughter. By the way, you get a much stronger feed for killing the playable races. ;) I'm still playing with the balance point on that one, though. Cranked down the feed rate last version, maybe too much; it shouldn't be impossible to stay fed without murdering named NPCs. My next test character will be Serpent, so I can hopefully nail that down.
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Jessica Lloyd
 
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Post » Fri May 27, 2011 5:46 am

Hey, Tejon, we got "Birthsign Zero" as well as "Got No Class!". Would "Race zero" be possible?

It would be so usefull, even for better handling TRAPs updates. I for exaple had "Nordic Frost" from before last update, which were more traditional style of Nordic Frost, but after updating then switching races it havent removed old Nordic Frost because at that moment it didnt know its (old NF) Nord ability, because it was updated and it only knew *new* Nordic Frost which is different skill. So finally old one havent been removed, but it added new one so I got both, lol. Hope you understand what I mean. ;)
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Justin Bywater
 
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Post » Thu May 26, 2011 10:03 pm

Would "Race zero" be possible?

Any custom race will serve that purpose, so it's not a priority. :)

after updating then switching races it havent removed old Nordic Frost

Really? You have no idea what kind of lengths I went to in order to guarantee the old one would go away... on update it searches by name for all items in your spell list named "Nordic Frost" and removes them. :P

Well, Spell Delete will remove powers. That's the last ditch. :)
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Lew.p
 
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Post » Thu May 26, 2011 10:54 pm

Any custom race will serve that purpose, so it's not a priority.


Yeah, true. Its not like I cannot play without it. ;) But would be easier if something like that were be packed along with TRAP. Little usefull thing, just like BS zero.

Really? You have no idea what kind of lengths I went to in order to guarantee the old one would go away... on update it searches by name for all items in your spell list named "Nordic Frost" and removes them.

Well, Spell Delete will remove powers. That's the last ditch.


Lol! Seems like that mechanism worked flawlessly for me. :P

Ah and unfortunately Spell Delete doesnt want to delete racial powers >.> Had to find its id (which was pain without refscope, lol) then remove it via console.
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 4:00 am

Ah and unfortunately Spell Delete doesnt want to delete racial powers

Then you're using the wrong one, because the one I've got most definitely does! :D
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Tyler F
 
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Post » Fri May 27, 2011 3:14 am

Then you're using the wrong one, because the one I've got most definitely does! :D

I'm nosy.
Which one do you use as neither the UOP or Hov's Hotkeys (my current hotkey mod) has this feature either?
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Chantel Hopkin
 
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Post » Fri May 27, 2011 10:18 am

I'm nosy.
Which one do you use as neither the UOP or Hov's Hotkeys (my current hotkey mod) has this feature either?

Don't know what Tejon uses but 'Expanded Hotkeys and Spell Delete V2' works on powers. However, the default hotkeys didn't work with my layout but changing them wasn't a challenge.
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chinadoll
 
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Post » Fri May 27, 2011 12:33 pm

I'm using Scruggs's "obsolete" version, though I'm not entirely sure what's wrong with it. Probably the fact that it doesn't clear out a custom spell's name? Dunno. Regardless: http://www.tesnexus.com/downloads/file.php?id=23069 looks promising too.
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N Only WhiTe girl
 
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Post » Fri May 27, 2011 2:08 pm

Regardless: this one looks promising too.

MAJOR UPDATE v 2.0 - With this you really can delete spells and items with just ONE single click. Press DELETE in inventory or spell menu and the item or spell over which the mouse is currently positioned will be deleted. You don't have to select or mouse-click anything, just move the mouse over the thing you want gone. Doesn't work on diseases or abilities. After deleting a spell, the menu will be closed and reopened to be refreshed. In case of multiple items ALL of them will be deleted.


Except this. :P

I have also tried Sky rangers spell delete which didnt work on abilities and cobl build in spell delete didnt work either. SirFrederik's additional hotkeys with spell delete option havent worked as well. ;)
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Austin England
 
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