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

Post » Fri May 27, 2011 12:12 am

Hey tejon, could you check out http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1031323&view=findpost&p=14950264.

That's an odd one, and as I posted over there, I have a hunch that we're looking at a previously-unknown engine bug. Could I ask you to try moving the code of those three scripts to the ScriptEffectFinish block (assuming Ren's is also using ScriptEffectStart) and see if that keeps happening?


- Your new progress plugin "Ranged Based Speed Progress.ESP" when actived make marksman skill progress very slowly in comparaison with others skill (blade, block, armor...) and I confirm that is true 100% since I played a stealth character with this plugin until level 13. I also tested this slowness of marksman skill (when RBSP.ESP is enabled) with a new character. Currently I have disabled it and play with standard Progress/OOO rate progress.
I hope you will check this plugin carefully.

How far away were the things you were shooting? Advancement is as slow as 20% at very close range, but as high as 5x at great distance. You can change these settings in ProgressRBSP.ini if they seem too extreme.

I find also that Alchemy skill progress very fast, maybe because I'm running FCOM/COBL and I find more ingredients in the world maybe not.

I've been working with the OBSE team on adjusting those numbers. The current suggestion is 3.0 for potions and 1.8 for ingredients. The thing is, with those numbers you really can't advance alchemy faster than you'd normally be able to. The difference is that you can do it as you gather, seeing progress as you explore, instead of having to sit down with your alchemy set for it and gaining 10 ranks all at once after returning to town.


I just am always wary of learning more then navigating the CS because I already spend as much if not more time looking for new mods/upgrading/replacing mods than I actually spend playing the game :hehe:.

Welcome to the Dark Side! :deal:


MagLite http://www.tesnexus.com/downloads/file.php?id=25776
    MAGIC EFFECTS
  • Bound Helmet had been left as Light Armor, corrected to Heavy.
  • Pre-made Burden poisons greatly improved to match the new effect value.
  • Summon Wraith now has the Wraith icon (was Headless Zombie). Summon Faded Wraith icon changed to Ghost.
  • Script Effects now have the Sun Damage icon.
  • Feather and Fortify effects fixed as described earlier in this thread.
  • Frenzy is now flagged as hostile.
  • Dispel cost increased from 3.6 to 4.54.
  • Invisibility cost increased from 40 to 200.
  • Chameleon cost increased from 0.63 to 3.0.
  • Soul Trap cost increased from 30 to 60.
  • Water Breathing cost increased from 14.5 to 22.0.
  • Light cost reduced from 0.051 to 0.0425.
  • Water Walking cost reduced from 13.0 to 8.35.
  • Balance of Health-, Magicka- and Fatigue-affecting spells reevaluated. See readme for the full list.
  • Fire, Frost and Shock spells now all cost 7.5. (Frost was 7.4, Shock was 7.8.)
  • All premade Fire spells now have a 3-second duration, allowing better magicka efficiency.
  • Frost fog travels much slower than other spells. All premade Frost spells now have a 6-foot radius, allowing them to hit multiple targets as they travel. Premade on-touch Frost spells will affect this radius even if you do not directly strike a target.
  • Shock bolts travel even faster than before, but shock spells cannot have an area (even custom spells). Premade Shock spells which previously had an area, as well as touch-range spells, now have a 5-second duration allowing even greater single-target damage at the cost of patience.
  • There is one exception to the no-area rule on Shock spells. I'll let you find it on your own. :D
  • Starting spells adjusted based on the above changes, see readme.
    SPELLMAKING / ENCHANTMENT
  • The cost of premade spells is slightly reduced to account for the adjusted skill-cost scaling in MagLite.
  • Making a spell now costs 4 times more than buying an identical spell.
  • The cost of area effects is slightly increased.
  • Each type of soul gem now has a fixed gold value. The contained soul is irrelevant to this.
  • The cost of creating on-strike enchantments increased 4x. The resulting item value will also be significantly greater, though the formula is more complex.
  • The gold cost and value of constant enchantments is now always 400 times the soul rank used to create them. (Some Sigil-only enchantments break this rule.)
  • The charge value of souls, and the maximum on-strike enchantment you may create with one, have been further adjusted. They now range from 240 charge and 12 max strike cost for Petty, through 2000 charge and 100 max strike cost for Grand. The increase between soul ranks follows the same curve as magnitude cost calculations.
  • Sigil Stones are more powerful than soul gems by one rank. Transcendent Sigil Stones represent a sixth soul rank, following the formula above; they have 2600 base charge and can create effects which cost 130 per strike.
  • The 5-point minimum magnitude on constant effect enchantments is removed. It was meaningless for high-magnitude enchantments, and a blockade to balance for low-magnitude ones. All constant effect magnitudes subsequently reviewed; the most significant changes are listed below. These changes extend to many pre-made items.
  • Fortify Attribute and Fortify Skill effects have a magnitude of 2 per soul rank.
  • Resist Disease, Resist Poison and Resist Paralysis have a magnitude of 3% per soul rank.
  • Resist Fire, Resist Frost, Resist Shock and (premade) Resist Normal Weapons have a magnitude of 2% per soul rank.
  • Shield has a magnitude of 1% per soul rank.
  • Fire Shield, Frost Shield, Shock Shield, Resist Magic, Spell Absorption, Reflect Spell, Reflect Damage and Chameleon cannot be created from soul gems, but are available from Sigil Stones at 1% per stone rank.
    MISC
  • A new optional "OOO Potion Autocalc.esp" has been added to adjust the gold cost of the extra standard potions in Oscuro's to adjust based on the new effect values.

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Roanne Bardsley
 
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Post » Fri May 27, 2011 6:09 am

On the topic of balancing Chameleon/Invisibility:

How about making any action, including just moving or taking out your weapon, break invisibility? This way you can't run through entire dungeons on low cost, low duration invisibility spells. If you want to run away from battle and slip back into the shadows, you'd have to use chameleon instead. Invisibility is then only used where you need an npc to walk past you so you can move on or initiate an attack from behind.
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 9:48 am

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.
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Sheila Reyes
 
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Post » Fri May 27, 2011 6:39 am

How about making any action, including just moving or taking out your weapon, break invisibility?

That's how the automatic invisibility works that I gave to Bosmer in TRAP. If you're immobile and undetected you become invisible, but you have to stay immobile, and of course all the things which would normally break invisibility still apply.

If you'll note the change log above, for MagLite I'm trying plain old "five times more expensive" to start with. :)
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WTW
 
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Post » Fri May 27, 2011 7:08 am

Fizzle! http://www.tesnexus.com/downloads/file.php?id=25616
  • OBSE v0018 upgrade. Some script optimization, and will now detect modified governing attributes for spell schools.
  • Fixed a bug in light armor calculation, penalty was lower than intended.
  • Added a Fizzle.ini option to force Rank 1 penalties for any failure, regardless of roll type or result.

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Nikki Morse
 
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Post » Fri May 27, 2011 9:25 am

TRAP http://www.tesnexus.com/downloads/file.php?id=26216

Skill rebalance affecting Argonians, Bretons, Bosmer and Dunmer. See readme (page 1 of thread, or in archive) for details.
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Yvonne Gruening
 
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Post » Fri May 27, 2011 7:05 am

Yay, update to TRAP, one of my favourite mods!

One suggestion though. Boost for Imperials is needed asap. They seems to be underpowered, especially if compared to Bretons (not even mentioning Argonians!) and their passive resist abilities. Imperials gets nothing similar to this, bah they get no passive skills at all. Would give them some fun and interesting, but not specially overpowering ability - like faster fatigue regen or something automatic like khajiits auto-nighteye and bosmers invisibility - which are so so so fun to play with! or even similar to shadow BS - 'member of guard faction' or something like this. Imperials are so indistinct as for now.
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Stacy Hope
 
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Post » Fri May 27, 2011 12:58 pm

Boost for Imperials is needed asap. They seems to be underpowered, especially if compared to Bretons (not even mentioning Argonians!) and their passive resist abilities. Imperials gets nothing similar to this, bah they get no passive skills at all.

That last bit is actually a design decision; granted it's an experimental one. But you'll note that there's one race with active no powers (orc), and one race with no passive abilities (imperial). I'm trying to change it up a bit, see. ;) Also, have you actually used those two powers? Star of the West might as well be a kill spell on many opponents, knocking them unconscious (sure kicked my ass in the arena!)... though perhaps I shouldn't have nerfed it with 0.4. I was worried that it was too good, but it does need to make up for the absence of passives, so I'll pump that back up.

If you're comfortable with the CS (and launching it via obse_loader), it's a dead-simple change; open the script tejonRaceCyrodiilTokenScript, and look for these lines:

	if (target.IsPersistent)		let value := (Call GetBestBaseAttribute target) * 3	else		let value := 150	endif

Change to *4 and 200. No special procedure to activate this change, it'll take effect immediately on game load!

Meanwhile, Voice of the Emperor is absolutely amazing... I didn't realize just how good I'd made it until I was experimenting with a few marauders. The trick is, yield! You only need to yield to one, and they'll all put their weapons away. It's literally a get-out-of-combat-free card against humanoids. By the way, have you ever had a guard at 100 disposition? :ninja:

Anyway, what I'm saying is, try these out. If you still think they're underpowered let me know, but those abilities really are better than they look!

fun and interesting ... like ... bosmers invisibility ... so so so fun to play with!

By the way, I'm really happy to read that. I was worried that the search AI might be dumb enough that the restrictions on when this could be used turned out to make it useless. I can stop fretting so much over finding something else for Bosmer. :D They do still lack anything NPCs will really benefit from, though. Actually the upgrade to Nordic Frost was originally an idea for them, to hobble an opponent. Just didn't seem quite right, though.
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Stryke Force
 
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Post » Fri May 27, 2011 5:19 am

Well, technically nGCD will give you max stats at max level. It does push max level up to 75, and you won't have max stats until the moment you hit max level, so it still might not be what you want, but it does fit the request in the strictest sense. :)



Based on what you mentioned above in another thread http://www.gamesas.com/bgsforums/index.php?showtopic=1033137 , is it possible to get attributes above 100 (without fortifies) with Elys Uncapper and nGCD?
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Louise Dennis
 
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Post » Fri May 27, 2011 11:05 am

Based on what you mentioned above in another thread http://www.gamesas.com/bgsforums/index.php?showtopic=1033137 , is it possible to get attributes above 100 (without fortifies) with Elys Uncapper and nGCD?
Yes.
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Andrew Tarango
 
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Post » Thu May 26, 2011 11:00 pm

Based on what you mentioned above in another thread http://www.gamesas.com/bgsforums/index.php?showtopic=1033137 , is it possible to get attributes above 100 (without fortifies) with Elys Uncapper and nGCD?

What Tomlong said. :) You need to change a few settings, but nGCD fully supports uncapping.


TRAP http://www.tesnexus.com/downloads/file.php?id=26216
  • Imperial Star of the West magnitude increased from 3x to 4x your highest base attribute.
  • Khajiit Sugar ability was overlooked when the changes to non-persistent actors were made, fixed.
  • Changed that check for "is persistent" to a check for "is PC level offset," which is what really matters.
  • Dunmer Magicka will no longer be adjusted based on damage if a spell is currently being cast; any appropriate changes will happen after casting is complete. (Oblivion apparently cancels spellcasting if your base magicka changes at all.)

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Arrogant SId
 
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Post » Fri May 27, 2011 1:46 pm

Armorer's Progress has apparently made me stall entirely with that skill using the default Progress add-on.
Currently I'm level 86 in that skill, but appear to be receiving no more experience.
To check this I made a custom spell Disintegrate Armour 100% on self and after casting and repairing more than a dozen times there is no movement in the progression bar.
Possibly it's something silly I've not done so a pointer is needed.
And yup, I am using the latest OBSE version.

Problem solved by re-installing the mod and replacing the Progress add-on ini.
Dunno what I did wrong the first time..... :blink:
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Kill Bill
 
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Post » Fri May 27, 2011 7:45 am

Problem solved

That's really the most important part. :)


Birthsigns Expanded http://www.tesnexus.com/downloads/file.php?id=12149
  • Serpent Sting changed. Damage to target is now 10% of casters Health, 20% of Magicka, and 25% of Fatigue over 30 seconds (down from 25%, 50%, 100%) and reduction of Soul Hunger on a kill is now only SoulLevel*6 (down tremendously from SoulLevel2*60). However, caster's Health, Magicka and Fatigue are now healed per point of Soul Hunger reduction, by an amount equal to the damage per second on the target.
  • Went through every script, updating to OBSE v0018 code and using a few new techniques. Most notably, Steed and Serpent dynamic spell effects now use the more robust method from TRAP.

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Claire Vaux
 
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Post » Fri May 27, 2011 1:16 am

Havent played with Serpent BS, but what about moving Detect life from soul hungers "above zero" to "very high" as is blurred vision? DL would fit BV nicely imo!
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Erin S
 
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Post » Fri May 27, 2011 11:04 am

@tejon

I got some errors written in obse.log (over 90 MByte)

OBSE: version = 18.3

It's a problem with the Armorer's Advantage.esp (1.2)

some lines:
Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000038C Command:  (0x6365)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Error in script e7000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x000003B8 Command:  (0x746C)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000038C Command:  (0x6365)Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x000003B8 Command:  (0x746C)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000005 Command: eval (0x1769)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000005 Command: eval (0x1769)Error in script e7000ed8Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x000005CC Command: Let (0x1765......

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Deon Knight
 
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Post » Fri May 27, 2011 11:41 am

Bap, if you reload the save, does this happen?
I got this too (and tejon reported it first), but it's been fine since!
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krystal sowten
 
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Post » Fri May 27, 2011 2:29 am

@tejon

I got some errors written in obse.log (over 90 MByte)

OBSE: version = 18.3

It's a problem with the Armorer's Advantage.esp (1.2)

some lines:
Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000038C Command:  (0x6365)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Error in script e7000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x000003B8 Command:  (0x746C)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000036B Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000038C Command:  (0x6365)Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000397 Command: Let (0x1765)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x000003B8 Command:  (0x746C)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000005 Command: eval (0x1769)Error in script e7000ed8Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000005 Command: eval (0x1769)Error in script e7000ed8Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x000005CC Command: Let (0x1765......

If you can make a backup of that log it could provide useful. The OBSE team is scratching their heads trying to track down a random bug that can cause all plugins to fail at the same time. I'm not sure if it's related, but the size of the log sounds about right. In particular could you post the top section of the log? And does reloading the game make it go away?
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Elena Alina
 
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Post » Fri May 27, 2011 11:44 am

I got some errors written in obse.log (over 90 MByte)

OBSE: version = 18.3

It's a problem with the Armorer's Advantage.esp (1.2)

Do you get these errors every time you load the game, or are they sporadic? There were some issues with my code prior to 1.2 but as far as I'm aware they're all cleaned up now. At least, I covered everything Scruggs brought up. :) We're still seeing occasional odd behavior just like that which appears to be OBSE's fault, and if you're not seeing these errors on every game load, this is probably the reason.

Also, whether it's once in a while or every time, if this game was originally saved under 18.2 (beta 3) or earlier, try clean-saving... remove Armorer's Advantage from your load order, save, then add it back. There's the potential for corrupted array data in pre-18.3 saves, doing this will cause everything to reset.
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james kite
 
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Post » Fri May 27, 2011 10:28 am

Started new game session, loaded last save

new obse.log:
OBSE: initialize (version = 18.3 010201A0)oblivion root = P:\Bethesda Softworks\Oblivion\plugin directory = P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dllplugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctlychecking plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifScript.dllSetOpcodeBase 000024F0RegisterCommand NifGetAltGrip (24F0)RegisterCommand NifGetOffHand (24F1)RegisterCommand NifGetBackShield (24F2)RegisterCommand NifOpen (24F3)RegisterCommand NifClose (24F4)RegisterCommand NifGetNthExtraDataName (24F5)RegisterCommand NifGetNthExtraDataType (24F6)RegisterCommand NifGetExtraDataTypeByName (24F7)RegisterCommand NifSetNthExtraDataString (24F8)RegisterCommand NifSetExtraDataStringByName (24F9)RegisterCommand NifDeleteNthExtraData (24FA)RegisterCommand NifDeleteExtraDataByName (24FB)RegisterCommand NifGetPath (24FC)RegisterCommand NifGetNthExtraDataString (24FD)RegisterCommand NifGetExtraDataStringByName (24FE)plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\NifScript.dll (00000001 NifScript 00000001) loaded correctlychecking plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_HUD.dllSetOpcodeBase 00002330RegisterCommand GetEsp (2330)RegisterCommand CreateArray (2331)RegisterCommand DestroyArray (2332)RegisterCommand ArraySize (2333)RegisterCommand ArrayCount (2334)RegisterCommand SetInArray (2335)RegisterCommand SetFloatInArray (2336)RegisterCommand GetInArray (2337)RegisterCommand GetTypeInArray (2338)RegisterCommand RemInArray (2339)RegisterCommand FindInArray (233A)RegisterCommand FindFloatInArray (233B)RegisterCommand SetRefInArray (233C)RegisterCommand FindRefInArray (233D)RegisterCommand CopyArray (233E)RegisterCommand ArrayEsp (233F)RegisterCommand ArrayProtect (2340)RegisterCommand FirstInArray (2341)RegisterCommand DestroyAllArrays (2342)RegisterCommand PackArray (2343)RegisterCommand CreateString (2344)RegisterCommand DestroyString (2345)RegisterCommand SetString (2346)RegisterCommand StringEsp (2347)RegisterCommand StringProtect (2348)RegisterCommand StringLen (2349)RegisterCommand DestroyAllStrings (234A)RegisterCommand StringSetName (234B)RegisterCommand StringGetName (234C)RegisterCommand StringMsg (234D)RegisterCommand StringCat (234E)RegisterCommand UserFileExists (234F)SetOpcodeBase 00002378RegisterCommand RenFile (2378)RegisterCommand DelFile (2379)RegisterCommand StringToTxtFile (237A)RegisterCommand CopyString (237B)RegisterCommand IntToString (237C)RegisterCommand FloatToString (237D)RegisterCommand RefToString (237E)RegisterCommand IniReadInt (237F)RegisterCommand IniReadFloat (2380)RegisterCommand IniReadRef (2381)RegisterCommand IniWriteInt (2382)RegisterCommand IniWriteFloat (2383)RegisterCommand IniWriteRef (2384)RegisterCommand IniKeyExists (2385)RegisterCommand IniDelKey (2386)RegisterCommand EspToString (2387)RegisterCommand IniReadString (2388)RegisterCommand IniWriteString (2389)RegisterCommand ModRefEsp (238A)RegisterCommand GetRefEsp (238B)RegisterCommand StringToRef (238C)RegisterCommand StringCmp (238D)RegisterCommand FileToString (238E)RegisterCommand StringPos (238F)RegisterCommand StringToInt (2390)RegisterCommand StringToFloat (2391)RegisterCommand ArrayCmp (2392)RegisterCommand StringMsgBox (2393)RegisterCommand StringIns (2394)RegisterCommand StringRep (2395)RegisterCommand IntToHex (2396)RegisterCommand LC (2397)SetOpcodeBase 000023B0RegisterCommand FromTSFC (23B0)RegisterCommand ToTSFC (23B1)RegisterCommand StrLC (23B2)RegisterCommand CreateEspBook (23B3)RegisterCommand FmtString (23B4)RegisterCommand FixName (23B5)RegisterCommand ResetName (23B6)RegisterCommand HasFixedName (23B7)RegisterCommand csc (23B8)RegisterCommand StringSetNameEx (23B9)RegisterCommand StringGetNameEx (23BA)RegisterCommand FixNameEx (23BB)RegisterCommand IniGetNthSection (23BC)RegisterCommand IniSectionsCount (23BD)RegisterCommand RunBatString (23BE)RegisterCommand Halt (23BF)RegisterCommand RefToLong (23C0)RegisterCommand LongToRef (23C1)RegisterCommand FindFirstFile (23C2)RegisterCommand FindNextFile (23C3)RegisterCommand GetFileSize (23C4)RegisterCommand NewHudS (23C5)RegisterCommand DelHudS (23C6)RegisterCommand ScreenInfo (23C7)RegisterCommand HudS_X (23C8)RegisterCommand HudS_SclX (23C9)RegisterCommand HudS_Show (23CA)RegisterCommand HudS_Opac (23CB)RegisterCommand HudS_Align (23CC)RegisterCommand AutoSclHudS (23CD)RegisterCommand HudS_Y (23CE)RegisterCommand HudSEsp (23CF)RegisterCommand HudSProtect (23D0)RegisterCommand HudsInfo (23D1)RegisterCommand DelAllHudSs (23D2)RegisterCommand HudS_L (23D3)RegisterCommand rcsc (23D4)RegisterCommand HudS_SclY (23D5)RegisterCommand NewHudT (23D6)RegisterCommand DelHudT (23D7)RegisterCommand HudT_X (23D8)RegisterCommand HudT_SclX (23D9)RegisterCommand HudT_Show (23DA)RegisterCommand HudT_Opac (23DB)RegisterCommand HudT_Align (23DC)RegisterCommand AutoSclHudT (23DD)RegisterCommand HudT_Y (23DE)RegisterCommand HudTEsp (23DF)RegisterCommand HudTProtect (23E0)RegisterCommand HudTInfo (23E1)RegisterCommand DelAllHudTs (23E2)RegisterCommand HudT_L (23E3)RegisterCommand HudT_SclY (23E4)RegisterCommand PauseBox (23E5)RegisterCommand KillMenu (23E6)RegisterCommand SetHudT (23E7)RegisterCommand HudT_Text (23E8)RegisterCommand HudS_Tex (23E9)RegisterCommand SanString (23EA)RegisterCommand IsHUDEnabled (23EB)RegisterCommand IsPluggyDataReset (23EC)SetOpcodeBase 000023FFRegisterCommand PlgySpcl (23FF)plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy_HUD.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dllplugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctlychecking plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00000003) loaded correctlychecking plugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dllplugin P:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctlypatchedDoLoadGameHook: C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AfterCombat9.essloading from C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AfterCombat9.obseLoading stringsLoading array variablesError in script f4001c98Invalid array access - the array was not initialized.    File: UnnecessaryViolence.esp Offset: 0x00000256 Command: Let (0x1765)Error in script f4001c98Operator [ failed to evaluate to a valid result    File: UnnecessaryViolence.esp Offset: 0x00000256 Command: Let (0x1765)Error in script e7000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000549 Command: Let (0x1765)Error in script e7000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000549 Command: Let (0x1765)RenameGameHook: C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave10.ess -> C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave10.bakrenaming C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave10.obse -> C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave10.obse.bakDoSaveGameHook: C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave10.esssaving to C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave10.obseRenameGameHook: C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave11.ess -> C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave11.bakrenaming C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave11.obse -> C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave11.obse.bakDoSaveGameHook: C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave11.esssaving to C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave11.obseRenameGameHook: C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave12.ess -> C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave12.bakrenaming C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave12.obse -> C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave12.obse.bakDoSaveGameHook: C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave12.esssaving to C:\Users\Hubabuba\Documents\My Games\Oblivion\Saves\AutoSave12.obse


no ctd, normal exit

> Do you get these errors every time you load the game, or are they sporadic?
[x] sporadic, but game crashes usually after ca. 50 minutes sometimes memory usage ca. 1900 MByte, sometimes much more till 3900 MByte (I have 8 GByte and a 64bit OS)

Array intialization seems to be a problem.


EDIT: After clean save (disabled Armorer's Advantage.esp) and new load with enabled Armorer's Advantage.esp -> no more interesting messages in obse.log
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Fri May 27, 2011 12:58 am

Out of curiosity, when it crashes does it have a message something like "the program asked to be terminated in an unusual manner"?
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Fri May 27, 2011 2:31 am

I don't know, next crash I will look after this message.
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Thu May 26, 2011 11:14 pm

nGCD http://www.tesnexus.com/downloads/file.php?id=14065
  • Additional nGCD.ini and nGCDSkillSpread.ini tweaks. (Armorer gets more Strength, other things shuffled slightly to make room for that; and the default and recommended-strong-class exponents are revised.)
  • Some script optimizations using new 0018 features. (Mostly the magic of +=, plus loop-friendly versions of IsClassSkill and IsClassAttribute which I requested.)
  • Fixed a bug in non-player magicka regeneration introduced by an RC1 optimization. (Other actors were receiving one frame of regen per second.)
  • Setting ManageHealth to -1 now restores vanilla GMSTs, vital for those who want to use RBP's retroactive health instead!
  • Added nGCD.ASSERT option to force full calculation every frame. Useful for using the console to immediately see the effects of nGCD.ini changes.

User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Fri May 27, 2011 6:03 am

How does RBP's health differ?

Edit: Thanks for the update! :D
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Fri May 27, 2011 12:54 am

I take it that it's quite normal for my attributes to have altered slightly after enabling RC6? Strength by +3, Endurance +1 with Speed, Willpower and Personality all -1?
Not that I'm complaining - I can always use that extra health and power for melee :toughninja:
Skill set if needed in my signature, all of which are between 81 and 127
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Fri May 27, 2011 12:33 pm

How does RBP's health differ?

Significantly. It's based on totally different factors. But it was requested, and not difficult, so what the heck!


I take it that it's quite normal for my attributes to have altered slightly after enabling RC6?
  • Additional nGCD.ini and nGCDSkillSpread.ini tweaks. (Armorer gets more Strength, other things shuffled slightly to make room for that; and the default and recommended-strong-class exponents are revised.)

:goodjob:
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

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