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

Post » Fri May 27, 2011 11:13 am

edit: My girlfriend will probably appreciate no longer being a modding widow, heh.

:hugs: It's a wonder you still have her after the last few months...........
Enjoy the break, and see ya around. :wave:
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Emma
 
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Post » Thu May 26, 2011 10:51 pm

Unless you're using Tekuromoto's Time Manager, I have no idea why this would happen. (And if you are, it would be a previously-undetected bug. That's just the only mod I can think of which plays with recharge times.) However, it should be fixable by changing your birthsign to something else, then back again.

Edit: For the record I'm taking a bit of a break. Have been for a week and a half already, in fact (so obviously I'm still checking in). I've been spending too much time sitting alone in a dark room; time to lose some weight and engage in non-virtual social contact. All those boring necessities of health and sanity, y'know?

Nope, not using (nor have I even heard of) that mod. Only time-related thing I do is adjust the timescale from time to time, like set it to zero when screenshooting (It can take a while IRL time), but that's all.
I haven't played that character since I noticed that bug, and the one I played had no problem with his greater powers. I'll try the switching thing when I play her next. Thought about it myself, too, just couldn't [censored] myself trying it yet.

Also, enjoy your break! Personally I wish I had more time to sit alone in a dark room. Wanna switch? :P
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Captian Caveman
 
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Post » Fri May 27, 2011 11:50 am

Personally I wish I had more time to sit alone in a dark room. Wanna switch? :P

No! I did my time for the Man, and sacrificed a lot for this lifestile. ;)

But I do have to praise your sig. Few appreciate the rich and magestic culture of the sload! Can you name any race which has found a more appropriate purpose for excess young?
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Ash
 
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Post » Fri May 27, 2011 3:34 am

But I do have to praise your sig. Few appreciate the rich and magestic culture of the sload! Can you name any race which has found a more appropriate purpose for excess young?

Well, quite frankly I know doodly-squat about the Sload other than a vague recollection of them being really damn weird. I would say I am a bit more lore-knowledgeable than the average gamer, but I should still read more. I just put that in my sig because I always thought it sounds funny. :P
And as for the purpose for their excess young you speak of, please tell me I just have a sick imagination and they don't actually make soap of them, because that's the only thing I can think of...

And to stay on topic: I tried the birthsign switcheroo, and it worked; Actually I only had to open the birthsignmenu and reselect the Mage. Did the trick, and my character didn't implode or anything, so that's all fine and dandy. So thanks for the help. :)

EDIT: Oh, and another thing; In the Epiphany spellmaker, the minimum area effect radius I can set to a spell is 10 feet. If I click the left arrow of the slider just once when it's at 10 feet, it hops directly to 1. Not a huge issue, but it's there. Any idea what's causing it? Conflict with Supreme Magicka perhaps, or is it intentional?
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Jessica White
 
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Post » Fri May 27, 2011 5:30 am

And as for the purpose for their excess young you speak of, please tell me I just have a sick imagination and they don't actually make soap of them, because that's the only thing I can think of...

I can tell you that, but I'd be lying. To be fair, sload have a larval stage; they're just grinding up tadpoles, nothing so developed as a humanoid infant.

In the Epiphany spellmaker, the minimum area effect radius I can set to a spell is 10 feet. If I click the left arrow of the slider just once when it's at 10 feet, it hops directly to 1. Not a huge issue, but it's there. Any idea what's causing it? Conflict with Supreme Magicka perhaps, or is it intentional?

Have you verified that this doesn't happen at a spellmaking altar? Epiphany sets the gold cost to zero and adds an ability which contains every spell effect, then just calls ShowSpellmaking and lets Oblivion do its thing. You'll note a brief effect icon in the corner when you finish, that's the clean-up code waiting for the spellmaker to close so it can restore the gold cost and remove the "spellbook." Anything to do with the sliders should be consistent between Epiphany and an altar.
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Dustin Brown
 
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Post » Fri May 27, 2011 10:10 am

Have you verified that this doesn't happen at a spellmaking altar? Epiphany sets the gold cost to zero and adds an ability which contains every spell effect, then just calls ShowSpellmaking and lets Oblivion do its thing. You'll note a brief effect icon in the corner when you finish, that's the clean-up code waiting for the spellmaker to close so it can restore the gold cost and remove the "spellbook." Anything to do with the sliders should be consistent between Epiphany and an altar.

No, I haven't, as I don't have access to the Arcane University yet. I'll get back to you once I do. It's not really a big issue either, so I'm not in a hurry to solve it.
Although I guess I could use the console to give myself the access for testing purposes... we'll see.
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Loane
 
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Post » Fri May 27, 2011 2:25 pm

I use Realistic Leveling, and I started a new game recently with Progress thrown in. My character did level up once, but getting to level three seems to be taking forever. I've seen the message about resting to level up at least twice now, and RL is supposed to level you up immediately. Am I missing something regarding compatibility? I've already had to reroll the character once because Progress, so I'm feeling pretty exasperated.

Also, I'm getting error messages from ProgressGSD.esp when I start a new game, exit to the main menu, and then start a second new game. Happens every time.

parsing ini values
scribe mode : 3 | 24hr clock : 0 | incString : | excString :


hook mode 1: using main GetTickCount call
crit_sec_mode 2
MemoryHeap Optimization Mode 1: attempting to replace the Oblivion heap manager with FastMM4 / BorlndMM.dll
Heap Initialization (268435456, 0)
critical section b32b80 overriden to spin 1500
critical section b32b80 overriden to spin 1500
Special crit. sec. 1 (@ 38E5C20, thread BAC) spin 2000 -> 2000
Special crit. sec. 2 (@ 38E5CB0, thread BAC) spin 1000 -> 1000
Special crit. sec. 3 (@ 402C370, thread BAC) spin 4000 -> 4000
initialize2() running in thread bac
Suppressing CRITICAL_SECTION Renderer+0x180 (3864800)


Game Instance : 1 | Time : 09-18-2009 09-43-43 PM
==================================================

Special crit. sec. 4 (@ FBF3A50, thread BAC) spin 4000 -> 4000
(SL) Streamline attempting to initialize..
(SL) OBSE Version 18.00 Detected - Streamline 3.1 Initializing.
MMO:1st time initialization!
MMO:Init player marker array 0-30
MMO:Updated values from ini file in data\.
TQP: Version changed from 0.00 to 3.11
TQP: Reinitializing...
TQP: Initialized!
(SL) SL.ini appears error-free, happy gaming!
Supreme Magicka Initialised Succesfully
RL: loaded RealisticLeveling.ini
RL: recalculating all attributes
attack button == 256
Enhanced Weather - SI (OBSE) Initialized
Enhanced Weather - Tamriel (OBSE) Initialized


Game Instance : 2 | Time : 09-18-2009 09-44-32 PM
==================================================

Special crit. sec. 5 (@ 196571E0, thread BAC) spin 4000 -> 4000
(SL) Streamline attempting to initialize..
(SL) OBSE Version 18.00 Detected - Streamline 3.1 Initializing.
TQP: Version changed from 0.00 to 3.11
TQP: Reinitializing...
TQP: Initialized!
(SL) SL.ini appears error-free, happy gaming!
Error in script 36000ed3
Division by zero
File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)
Error in script 36000ed3
Operator / failed to evaluate to a valid result
File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)
Error in script 36000ed3
Division by zero
File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)
Error in script 36000ed3
Operator / failed to evaluate to a valid result
File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)
Error in script 36000ed3
Division by zero
File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)
Error in script 36000ed3
Operator / failed to evaluate to a valid result
File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)
RL: loaded RealisticLeveling.ini
RL: recalculating all attributes
Enhanced Weather - SI (OBSE) Initialized
Enhanced Weather - Tamriel (OBSE) Initialized

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Budgie
 
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Post » Fri May 27, 2011 3:36 am

Error in script 36000ed3
Division by zero
File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)
Error in script 36000ed3
Operator / failed to evaluate to a valid result
File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)
Error in script 36000ed3
Division by zero
File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)
Error in script 36000ed3
Operator / failed to evaluate to a valid result
File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)
Error in script 36000ed3
Division by zero
File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)
Error in script 36000ed3
Operator / failed to evaluate to a valid result
File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)


This error occurs every time you load a new game? Are you using BOSS to sort your mods? Have you tried disabling RL and seeing if you get the same error? How about reinstalling ProgressGSD? Are you using Bash to ensure mod compatibility? Not sure what impact that will have here as none of the Progress add-ons get merged with bashed patch TMK.

I don't get these errors in my game; however, I'm play-testing as I install my enormous number of mods right now, so none of my characters has achieved any levels yet. So it's possible that it's related to some algorithms that fail when you achieve certain levels. On the other hand, I use tejon's TRAP instead of RL, which was designed to work together with Progress from the get-go, and that might make a difference too.

'fraid that's all the advice I can offer at this point. Anything more technical will have to come from the forum gurus.

Good luck.

-RMWChaos
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Chase McAbee
 
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Post » Thu May 26, 2011 11:52 pm

These load problems are likely due to OBSE. We've a known problem where our Load Hook isn't positioned properly. Scripts get a chance to run before we get a chance to load the co-save file, but after we've cleared out the old arrays and string_vars in prep for the load. We discovered this about a week ago, but scruggsy and I haven't gotten the hook to a new position yet. This is the main thing holding up the release of OBSE v18.

I would expect most (if not all) of these problems to get cleared up when we sort out the game load issue.
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Mel E
 
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Post » Fri May 27, 2011 5:49 am

This error occurs every time you load a new game?

The error messages happen when I start a second new game in the same sitting, not on the first new game I start and not when I load a save.

I disabled Progress (the esm and all plugins) and loaded my saved game. All of the skills I used regularly were at 200% progress or higher. I moved, athletics immediately leveled up, and I was bumped to level 3. I went through all my skills and used each one to expend the extra progress, didn't quite get to level 4. That's about what I expected from previous characters with RL and without Progress - somewhere between 3 and 4 sounds right. I'm using the OOO presets.

Here's my load order FWIW:

Active Mod Files:00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]02  Mart's Monster Mod.esm  [Version 3.7b1]03  Mart's Monster Mod for OOO.esm  [Version 0.9.9b2]04  EnhancedWeather.esm  [Version 1.3.8]==  FIRST ==05  DLCShiveringIsles.esp06  Unofficial Oblivion Patch.esp  [Version 3.2.0]07  Oblivion Citadel Door Fix.esp08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  AgarMoreVariedSpellEffects.esp0B  MIS.esp0C  MIS New Sounds Optional Part.esp0D  Atmospheric Oblivion.esp0E  OBSE-Storms & Sound SI.esp==  FCOM ==0F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]10  Atmospheric Oblivion - OOO Patch.esp11  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]12  Mart's Monster Mod for OOO.esp  [Version 0.9.9b4]13  Atmospheric Oblivion - MMM Patch.esp14  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]15  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]16  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b1]17  Mart's Monster Mod - Less Rats.esp  [Version 3.7b1]18  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]19  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]1A  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b1]1B  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b1]1C  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]==  STUFFS ==1D  Streamline 3.1.esp1E  Skip Tutorial.esp1F  Living Economy - SI.esp20  Living Economy - Items.esp21  Denock Arrows.esp22  RealisticLeveling.esp23  StealthOverhaul.esp24  ChaseCameraMod.esp25  PersuasionOverhaul.esp  [Version 1.4]26  PersuasionOverhaul_OOO.esp  [Version 1.2]27  PersuasionOverhaul_MMM.esp  [Version 1.2]28  Enhanced Vegetation [125%].esp29  Toggleable Quantity Prompt.esp  [Version 3.1.1]2A  Harvest [Flora].esp  [Version 3.0.0]2B  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]2C  Symphony of Violence.esp2D  SupremeMagicka.esp  [Version 0.89]2E  SM_ShiveringIsles.esp  [Version 0.86]2F  SM_SigilStone.esp  [Version 0.83]30  SM_NoSpellLights.esp  [Version 0.70]31  SM_OOO.esp  [Version 0.89]32  SM_MMM.esp  [Version 0.89]33  EnhancedWeather.esp  [Version 1.3.5]34  DropLitTorchOBSE.esp  [Version 2.1]35  Map Marker Overhaul.esp  [Version 2.1]36  Jump_Adjustment.esp37  Advanced_Water_Modification.esp38  Bashed Patch.esp


Edited for clarity.
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Jerry Jr. Ortiz
 
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Post » Thu May 26, 2011 11:39 pm

I really like Progress and I really like the additions that you have created for Progress.

But too many mod slots to use them all.

If I merged them would they each still access their appropriate ini files?

Is this a good idea or a bad one?

Would you consider creating a more unified version that had the various plugins as option to turn on or off in the ini?

thanks
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Jeff Tingler
 
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Post » Fri May 27, 2011 1:14 pm

I really like Progress and I really like the additions that you have created for Progress.

But too many mod slots to use them all.

If I merged them would they each still access their appropriate ini files?

Is this a good idea or a bad one?

Would you consider creating a more unified version that had the various plugins as option to turn on or off in the ini?

thanks


Psymon,

As an avid mod installer (well over 300), I often run into the problem of needing to merge many .esp files in order to keep under the 255 active .esp/m limit; so I feel your pain here.

As (to the best of my knowledge) none of the various progress plugins interact with one another, merging them shouldn't cause any problems and they should continue to use their respective .ini files.

I used TES4Gecko to merge the plugins, and so far everything seems to work perfectly.


Hope that helps.

-RMWChaos
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Louise Lowe
 
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Post » Thu May 26, 2011 11:01 pm

I disabled Progress (the esm and all plugins) and loaded my saved game. All of the skills I used regularly were at 200% progress or higher. I moved, athletics immediately leveled up, and I was bumped to level 3. I went through all my skills and used each one to expend the extra progress, didn't quite get to level 4. That's about what I expected from previous characters with RL and without Progress - somewhere between 3 and 4 sounds right. I'm using the OOO presets.

OOO presets are approximately 3x slower than normal, so it doesn't really sound like things are off kilter. I don't really know Realistic Leveling's mechanics, but I know that plenty of people use it together with Progress (in fact, ABO strongly recommends it) so there should be no incompatibilities. However, there might be a required edit to Progress.ini; I'd ask about that on the RL thread.

I really like Progress and I really like the additions that you have created for Progress.
But too many mod slots to use them all.
If I merged them would they each still access their appropriate ini files?

Yes, merging them should be safe.

Would you consider creating a more unified version that had the various plugins as option to turn on or off in the ini?

Possibly, but not in the short term. That's something I would save for if/when I finally decide to do a "this is how I play" compilation. And frankly, I should finish the game once before I go there. ;)
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Daniel Lozano
 
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Post » Fri May 27, 2011 12:54 am

OOO presets are approximately 3x slower than normal, so it doesn't really sound like things are off kilter. I don't really know Realistic Leveling's mechanics, but I know that plenty of people use it together with Progress (in fact, ABO strongly recommends it) so there should be no incompatibilities. However, there might be a required edit to Progress.ini; I'd ask about that on the RL thread.

Progress was preventing my skills from increasing. All of the skills that character uses regularly had over 200% progress on them, and when I disabled Progress they increased as usual.
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Amanda Leis
 
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Post » Fri May 27, 2011 1:24 am

Hi - got a problem that a couple of people have reported. I scanned this whole thread and I'm wondering if there's a solution. Here's a truncated version of my OBSE log on first loading a savegame (there were about 100 entries preceding the first 'Array ID' entry that were just like it but with different ID numbers):

Array ID 117 is referred to by no loaded mods. Discardingplugin didn't finish reading chunkMod owning array was removed from load order; will attempt to assign ownership to a referring mod.Array ID 118 is referred to by no loaded mods. Discardingplugin didn't finish reading chunkError in script b6000ed3Division by zero    File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)Error in script b6000ed3Operator / failed to evaluate to a valid result    File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)Error in script b6000ed3Division by zero    File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)Error in script b6000ed3Operator / failed to evaluate to a valid result    File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)Error in script b6000ed3Division by zero    File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)Error in script b6000ed3Operator / failed to evaluate to a valid result    File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)


Then I restarted and loaded the same savegame twice; here's the log from the second load:

DoLoadGameHook: D:\Documents\My Games\Oblivion\Saves\Save 3274 - Arkham Voyt - The Great Forest, Level 26, Playing Time 249.44.20.essloading from D:\Documents\My Games\Oblivion\Saves\Save 3274 - Arkham Voyt - The Great Forest, Level 26, Playing Time 249.44.20.obseLoading stringsLoading array variablesError in script ba000ed3Division by zero    File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)Error in script ba000ed3Operator / failed to evaluate to a valid result    File: ProgressGSD.esp Offset: 0x000003ED Command: Let (0x1765)Error in script ba000ed3Division by zero    File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)Error in script ba000ed3Operator / failed to evaluate to a valid result    File: ProgressGSD.esp Offset: 0x000004BE Command: Let (0x1765)Error in script ba000ed3Division by zero    File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)Error in script ba000ed3Operator / failed to evaluate to a valid result    File: ProgressGSD.esp Offset: 0x000004F0 Command: Let (0x1765)


How 'serious' is this? Does it mean the plugin isn't working on my character the way it should? Any sign of a fix? By the way, I installed OBSE v18b4, though the first line of the log says 18.3. Also, when loading a savegame with this version, all but 3 of my skills are bumped up to the tipping point - do anything skill-related and it increases...

Edit: just tried again and noticed that my Darnified UI shows that all those skills are at somewhere in the region of 40,000% on the way to another skill-up; I tried summoning 10 times in a row and got 3 skill-ups. :huh:
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Maya Maya
 
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Post » Fri May 27, 2011 10:04 am

That's a known issue with the current beta release of OBSE. Version numbering starts with zero, which is why the log prints out 18.3.
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Jennifer Rose
 
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Post » Thu May 26, 2011 11:19 pm

That's a known issue with the current beta release of OBSE. Version numbering starts with zero, which is why the log prints out 18.3.

OK - thanks for the info. Can't wait til it gets sorted; the new version of Progress looks brilliant!
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Taylor Bakos
 
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Post » Fri May 27, 2011 2:13 am

Hello. I've recently came across Progress mod when I was searching for a way to make my fcom oblivion a better experience. Little rant first.. I dont get why you would make skills SLOWER than vanilla :S I played on fcom vanilla setting did about 40 quests + all main quests finished the whole game at lvl 16 seing only like 20 magic items, crappy iron armor all the way. So this time I decided to do ALL the quests, and gave up at lvl 10. I know you are ment to play game for enjoyment but seriously when I go some cave and spend half an hour in there after a couple of deaths, loads I clear it to find 0 magic items, and only gain half a level.
I mean do you and OOO guys just assume that everyone makes chaincast spells and puts a cup of tea on their C button when they go toilet or sneak next to someone sleeping or walk against a wall or just cast spells unecessarally wherever you go just to skill up? Cus thats what I did and I finished game at lvl 16! Its not challanging, its not fun, and for sure it isnt realistic shooting bow into ground to repear it after every shot or bunny jumping everywhere and dying if its too steep.

Ok enough of that. So naturally when I came across this mod I was really happy because finally I could increase the whole leveling thing by at least 2 times. I download it, increase some things by 10 times, athletics even more. Launch the game, load my lvl 10 and wait for message. No message I cast few spells, and check the book to see all my skills are at same level but all are at 0%. Cast few more spells, still all at 0%. I got OBSE 1.6, FCOM, thats about it.

And Progress doesnt work for me. Please help!
PS Great mod!


Edit:
Oh ok jsut realised you need obse 00018.
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ashleigh bryden
 
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Post » Fri May 27, 2011 11:50 am

Hello, I've just got a little question. I've just updated from the first version of nGCD before the RC's, I don't know what it was called anymore, something with 21 in it. I'm now running RC6. But when I loaded the newest version in game, my level had dropped from 8 to 6. Is this normal? I already cleaned my game from the older version.
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Juanita Hernandez
 
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Post » Fri May 27, 2011 1:23 pm

That could be an even better idea... Only problem I see is the retarded way Oblivion handles creatures attacking you, 50% of the time they'll still just keep hitting you when you cast invis until you run around some corners.


The plugins "attack and hide" "combat hide" and "proximity based sneak penality"
might provide a template for a solution to that.
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Rachael
 
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Post » Fri May 27, 2011 5:26 am

Hello. I've recently came across Progress mod when I was searching for a way to make my fcom oblivion a better experience. Little rant first.. I dont get why you would make skills SLOWER than vanilla :S I played on fcom vanilla setting did about 40 quests + all main quests finished the whole game at lvl 16 seing only like 20 magic items, crappy iron armor all the way. So this time I decided to do ALL the quests, and gave up at lvl 10. I know you are ment to play game for enjoyment but seriously when I go some cave and spend half an hour in there after a couple of deaths, loads I clear it to find 0 magic items, and only gain half a level.
I mean do you and OOO guys just assume that everyone makes chaincast spells and puts a cup of tea on their C button when they go toilet or sneak next to someone sleeping or walk against a wall or just cast spells unecessarally wherever you go just to skill up? Cus thats what I did and I finished game at lvl 16! Its not challanging, its not fun, and for sure it isnt realistic shooting bow into ground to repear it after every shot or bunny jumping everywhere and dying if its too steep.

Ok enough of that. So naturally when I came across this mod I was really happy because finally I could increase the whole leveling thing by at least 2 times. I download it, increase some things by 10 times, athletics even more. Launch the game, load my lvl 10 and wait for message. No message I cast few spells, and check the book to see all my skills are at same level but all are at 0%. Cast few more spells, still all at 0%. I got OBSE 1.6, FCOM, thats about it.

And Progress doesnt work for me. Please help!
PS Great mod!


Edit:
Oh ok jsut realised you need obse 00018.



You finished FCOM at level 16?
How did you ever manage to get past Mankar Camoran, not to mention Mannimarco in the Mages guild at such a puny level? :huh:

Man, I've I've got over 2,000 hours invested in a character using FCOM, and only now do I think I've completed it.
But incredibly fast leveling speeds is perhaps why you found it boring?

Also Progress is totally configurable. That's the entire concept of the mod, so I just don't understand your rant about slow leveling and OOO. :shakehead:
There's also a default level rate ini included with the Progress download......
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Angel Torres
 
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Post » Fri May 27, 2011 8:11 am

It pains me to uninstall nGCD, but I just cannot drop Intelligence Overhaul, and there seems to be a lot of conflicts. Is there any hope of these mods ever being compatible, or are there just too many overlaps?
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Marcia Renton
 
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Post » Thu May 26, 2011 10:09 pm

I mean do you and OOO guys just assume that everyone makes chaincast spells and puts a cup of tea on their C button when they go toilet or sneak next to someone sleeping or walk against a wall or just cast spells unecessarally wherever you go just to skill up? Cus thats what I did and I finished game at lvl 16! Its not challanging, its not fun, and for sure it isnt realistic shooting bow into ground to repear it after every shot or bunny jumping everywhere and dying if its too steep.

Heh... you might note that several of my mods (particularly within Progress) are specifically geared to discourage or negate power leveling. If you were using FCOM, I'm not sure how you could have only seen iron armor; the whole point of OOO is that what you see isn't tied to what level you are. In my opinion, "not challenging and not fun" is the vanilla system, where I won't see a particular type of enemy until I can already wipe the floor with it.

nGCD in particular is designed to make it generally pointless to pay attention to your overall level or to consider maxing your attributes as a remotely realistic possibility, which (for me, at least) encourages just playing instead of worrying where the numbers are. Getting better at things is just a side effect of doing them, not the primary goal. This is enhanced by using a scaling mod which will let you face tougher creatures (and potentially reap greater rewards) regardless of your level. To be honest, I wonder if your FCOM installation isn't slightly messed up... again, you shouldn't see only iron!

Also, quests are kind of secondary to me... I have more fun just exploring caves, to be honest. :) The idea of having "finished the game" seems entirely contrary to the Elder Scrolls experience. Admittedly, the way Oblivion tries to railroad you into the main quest with a completely false sense of urgency makes this playstyle less obvious if you didn't play TES I through III... but for example, in Morrowind, Caius Cosades (basically that game's Jauffre) takes one look at you and basically says, "Go do other things for a while and come back when you don't svck."

No message

Gah, I've gotta fix that. It's a bug, the message is missing in the current version.


I'm now running RC6. But when I loaded the newest version in game, my level had dropped from 8 to 6. Is this normal?

Yes. The level calculation system has been completely revamped, to make it more consistent between characters and to eliminate the Level 2 Hump, which was one of the biggest FAQs. A shift of a couple of levels for an existing character is not unexpected.


It pains me to uninstall nGCD, but I just cannot drop Intelligence Overhaul, and there seems to be a lot of conflicts. Is there any hope of these mods ever being compatible, or are there just too many overlaps?

I'm not extremely familiar with that mod. Read the description, didn't care for it. It looked like parts should be compatible out of the box, and a lot of the rest could probably be patched but it would be a fair-sized project. Sorry. :(
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Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Fri May 27, 2011 12:46 am

Re: No Message - Gah, I've gotta fix that. It's a bug, the message is missing in the current version.

I came to this thread just now to ask that same question. Thanks for answering it, psychic hedgehog! :)

(It is a hedgehog in your avatar pic, right?)

gothemasticator
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Nicole Kraus
 
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Joined: Sat Apr 14, 2007 11:34 pm

Post » Fri May 27, 2011 1:44 pm

@tejon: I meant to say earlier enjoy your "less-time-modding, more-time-real-life". Real life can be a nice change for a while, sort of like a break from what really matters, har har. Oh, and I guess I'll allow your break even though I shall weep for my absent level-up screen. But absence makes the heart grow fonder???
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KRistina Karlsson
 
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Joined: Tue Jun 20, 2006 9:22 pm

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