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

Post » Fri May 27, 2011 12:14 pm

:goodjob:


I agree :thumbsup: :tops:

Time to remove the damned beta from it's name on Nexus though.
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Yonah
 
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Post » Thu May 26, 2011 10:22 pm

Time to remove the damned beta from it's name on Nexus though.

Soon. Cleaner documentation and an OMOD script first.
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Bethany Short
 
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Post » Fri May 27, 2011 5:44 am

Since this is your thread and whatnot, I just wanted to say Thank you for nGCD.
I've tried many leveling mods and nGCD works the best for me. It's simple and easy to install and, in my opinion, the best leveling mod available. The leveling system was (one of) my biggest beefs with vanilla Oblivion but you fixed it perfectly.

Ravin
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priscillaaa
 
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Post » Fri May 27, 2011 12:15 pm

Soon. Cleaner documentation and an OMOD script first.


People can be strange when anything is marked as a beta release. They don't want to know anything about it.
IMO nGCD has been stable for a l-o-n-g time and has only got better with recent updates.
In other words, thanks.
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Nick Tyler
 
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Post » Fri May 27, 2011 7:30 am

@Shikishima
Can you post your ngcd.ini? I want to use the uncapper and set ngcd to higher attributes and skill levels but then I will get funny things like 10 health.

Since you are an experienced ngcd user, it will help me a lot :)

@tejon

Thanks for the new release, I always wanted to test RBPs retroactive health.
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james kite
 
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Post » Fri May 27, 2011 12:54 pm

@Shikishima
Can you post your ngcd.ini?


Late Sunday eastern will be the earliest I'll have access to my rig.
Perhaps someone else can jump in with the needed settings before then.

Damned work is taking me away from home most weekends until the end of October..... :sadvaultboy:
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keri seymour
 
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Post » Fri May 27, 2011 1:26 am

I haven't followed this thread lately, so my apologies if this has been mentioned, but regarding the nGCD Skeleton Key.esp, would it be possible to make the use of the Lesser Power not give any visible magic effect? From an immersionist POV this would make more sense.
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Cat Haines
 
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Post » Fri May 27, 2011 6:20 am

I want to use the uncapper and set ngcd to higher attributes and skill levels but then I will get funny things like 10 health.

These settings should be all you need to change:

set nGCD.iSkillMax					  to  200; 100set nGCD.bAbilitiesReduceSkillMax	   to  0	 ; 1set nGCD.iAttrMax					   to  200; 100set nGCD.iAttrCap					   to  200; 100set nGCD.bAbilitiesObeyAttrMax		  to  0	 ; 1



I haven't followed this thread lately, so my apologies if this has been mentioned, but regarding the nGCD Skeleton Key.esp, would it be possible to make the use of the Lesser Power not give any visible magic effect? From an immersionist POV this would make more sense.

Not without affecting all scripted spells, unfortunately. However, thanks for reminding me of this... I have a better solution now, using the technique I developed for The Steed. Will be updated in next release (final if no bugs are found) to give the Vanilla constant bonus, but with a forced-persistent Disease instead of an Ability so nGCD knows it's a temporary bonus and not a base increase. :)

edit: Available as an http://www.tesnexus.com/downloads/file.php?id=14065 until then!
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asako
 
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Post » Fri May 27, 2011 12:07 am

These settings should be all you need to change:

set nGCD.iSkillMax					  to  200; 100set nGCD.bAbilitiesReduceSkillMax	   to  0; 1set nGCD.iAttrMax					   to  200; 100set nGCD.iAttrCap					   to  200; 100set nGCD.bAbilitiesObeyAttrMax		  to  0; 1


Yes, they are my settings, but I still get extreme low attribute points at the beginning. Really, running with 30 encumbrance and 10 fatigue (I have TFE installed) isn't fun. I will die at the first rat.
EDIT:

Immediate Character Generation.esp
----------------------------------
Immediately pops up the Birthsign and Class menus when a new game is started.

When to use:
If you find that the lowered attributes nGCD generates from skills with no
class bonus make the early parts of the tutorial too difficult, or if you'd
like the effects of your birthsign immediately.


I think I should enable this :)
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Thema
 
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Post » Fri May 27, 2011 12:11 am

Got some new errors with Armorer's Advantage and game ctds.

First part obse.log

A command returned an invalid array    File: Armorer's Advantage.esp Offset: 0x000002ED Command:  (0x03C9)Error in script eb000ed8Operator <- failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x000002ED Command:  (0x03C9)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000300 Command:  (0x0000)Error in script eb000ed8ForEach expression failed to return a value



Second part obse.log:

Error in script eb000ed8Operator := failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000031D Command:  (0x6575)Error in script eb000ed8Operator := failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000031D Command:  (0x6575)Error in script eb000ed8Operator := failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000031D Command:  (0x6575)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000549 Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000549 Command: Let (0x1765)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)


The last thing I did was running.
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Josh Dagreat
 
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Post » Thu May 26, 2011 10:55 pm

Hi, tejon. It's MQDuck from TESNexus.

I'm using nGCD RC5 (oh hey, I just noticed the new version). I've got the OOO-Level-Normal addon for OOO Lite installed. I've also got your progress mod (v2.2) installed, but only the .esm (the .esps give me freezes, though I don't know whether it has any effect without them). As for other mods, if it helps, I've got most of the "Essential" and many "Near-Essential" mods listed http://ballofflame.googlepages.com/balloffire%27soblivionmodlist (as well as several audio mods).

Thanks for your help.

UPDATE: I just upgraded to RC6 following the upgrade procedure, thinking the mod might kick in and recalculate my level as it loaded an nGCD.CLEANed save. But no luck. I did indeed get the "nGCD activated" message, if you're curious.
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Elea Rossi
 
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Post » Fri May 27, 2011 7:48 am

Got some new errors with Armorer's Advantage and game ctds.

First part obse.log

A command returned an invalid array    File: Armorer's Advantage.esp Offset: 0x000002ED Command:  (0x03C9)Error in script eb000ed8Operator <- failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x000002ED Command:  (0x03C9)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000300 Command:  (0x0000)Error in script eb000ed8ForEach expression failed to return a value



Second part obse.log:

Error in script eb000ed8Operator := failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000031D Command:  (0x6575)Error in script eb000ed8Operator := failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000031D Command:  (0x6575)Error in script eb000ed8Operator := failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script eb000ed8An expression failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000031D Command:  (0x6575)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0000052E Command: Let (0x1765)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000549 Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000549 Command: Let (0x1765)Error in script eb000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)Error in script eb000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000608 Command: Let (0x1765)


The last thing I did was running.


How big is the log? Did you perhaps save it? It would be great if we could get the entire log somehow. We'd like to know how things loaded, and the very first thing that went wrong.
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katsomaya Sanchez
 
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Post » Fri May 27, 2011 1:32 pm

@behippo

http://www.4shared.com/file/128668056/baed926b/obse.html

I hope you can get this file - first time I use such a filesharing- service.

EDIT: This is a file from a second run without ctd.
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ijohnnny
 
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Post » Fri May 27, 2011 2:25 am

@behippo

http://www.4shared.com/file/128668056/baed926b/obse.html

I hope you can get this file - first time I use such a filesharing- service.

EDIT: This is a file from a second run without ctd.

This has some interesting information. I'll take a look at it some more and see what I can find. Next time you have a problem, if you can save off the obse.log earlier. I really wanted to see what came before the "A command returned an invalid array." But thanks for your help.
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Killer McCracken
 
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Post » Fri May 27, 2011 12:48 am

A game freeze

http://www.4shared.com/file/128737753/94173ce2/obse1.html

I think it's time to clean a little bit my mod list.
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R.I.P
 
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Post » Fri May 27, 2011 4:41 am

I'm using nGCD RC5 (oh hey, I just noticed the new version). I've got the OOO-Level-Normal addon for OOO Lite installed. I've also got your progress mod (v2.2) installed, but only the .esm (the .esps give me freezes, though I don't know whether it has any effect without them).

You can remove OOO-Level-Normal, its effects are overwritten by Progress. Use the first setting in Progress.ini to set your overall advancement speed relative to Vanilla Oblivion.

As for your other problems: are you using the latest OBSE, version 0018b4?


http://www.4shared.com/file/128737753/94173ce2/obse1.html

You should PM Hippo with that, so he gets it ASAP. :)
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Sabrina garzotto
 
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Post » Fri May 27, 2011 12:52 pm

I'm also having CTDs due to the Armorer's Advantage messages.

My obse.log is 215 MB at the moment :( .


Playing Time 04.10.45.obseLoading stringsLoading array variablesError in script 60000ed8GetEquippedItems must be called within the context of an OBSE expressionError in script 60000ed8Command GetEquippedItems failed to execute    File: Armorer's Advantage.esp Offset: 0x000002ED Command:  (0x03C9)Error in script 60000ed8Cmd_ForEach: Expression does not evaluate to a ForEach contextError in script 60000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)Error in script 60000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x00000304 Command: Let (0x1765)

The above is from the top part of the log.
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Sharra Llenos
 
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Post » Fri May 27, 2011 3:27 am

These settings should be all you need to change:

CODE
set nGCD.iSkillMax to 200; 100
set nGCD.bAbilitiesReduceSkillMax to 0 ; 1
set nGCD.iAttrMax to 200; 100
set nGCD.iAttrCap to 200; 100
set nGCD.bAbilitiesObeyAttrMax to 0 ; 1

A bit question: Why don't use 255?
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Joanne
 
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Post » Fri May 27, 2011 1:21 am

A bit question: Why don't use 255?


If the max is set at 255 which is the max allowed by the game engine there would be no room for fortification effects - e.g. vampirism.
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Curveballs On Phoenix
 
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Post » Fri May 27, 2011 9:59 am

Elys only gives effects up to 200 for (most?) skills, for the same reason.

Setting both caps to 255 probably wouldn't hurt; you'd have a little bit of variation on the top end, because nGCD would be looking at skills as 200/255 instead of 200/200, so class-related boosts would still have some effect on the resulting attributes. I'm not sure just how much breathing room would be left, but it might still be enough.
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Emerald Dreams
 
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Post » Fri May 27, 2011 4:52 am

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

This means two things. First and foremost, I'm running out of mechanics that I'm so dissatisfied with that they prevent me from playing. And that feels pretty good... like I've really accomplished something.

Second, I'm getting real playtest data of my own, instead of doing math and clean-room testing and then relying on feedback. This first run has been with Koryth (Hlaalu, but he's not telling), a class-free dunmer born under the Warrior. He's currently 4th level... and he has no skills to 25 yet, and his highest attribute is 40 Strength. :D

I must say, I'm generally quite pleased. I've been deliberately avoiding alchemy with this character; he did collect all the bloodgrass, spiddal stick and harrada he found, but those were for sale, not personal use. Out of necessity he's picked up reasonable skill in Restoration, and his Alteration is also quite high from constantly casting Feather. Fizzle definitely puts one in one's place so far as spellcasting, and he did spend a few hours in a private room with the goblin shaman staff practicing to the point where he could cast Extra Lift (from MagLite) with no failure in light armor, and Heal Minor Wounds with no failure naked. Though he uses it less frequently, he also practiced Summon Zombie (MagLite makes this very weak and cheap) to make it sufficiently reliable for use as an occasional diversion. The he sold the staff and bought potions.

Potions! One potion at a time for low skill is a meaningful restriction, but not a crippling one. I'm really happy with how that turns out.

I walked into Oblivion intending to die. It's OOO, right? Nothing's scaled down for me, and I'm generally weaker than a 1st-level Vanilla character. First challenge: two scamps and a flame atronach. First that poor doomed Kvatch defender, and then a hastily summoned zombie, kept the atronach busy while I took the scamps out. Changing the first Destruction spell in MagLite (which all Dunmer get from racial skill bonus) to Shock instead of Flare had nothing to do with daedric resistances, but it sure turned out useful. Dunmer fire resistance, even down to 50%, also played a large part in my strategy: I would just eat the scamp fireballs while shocking them to death. The damage to myself was manageable, and the new Dunmer damage-becomes-magicka mechanic was just enough to keep me from running out of juice too quickly. One scamp had to be finished off in melee (and man, those shoulder slams do a LOT of damage when you've only got 80 health!) but potions were consumed and preparation won the day. Then... the atronach.

It was an intense battle, to say the least. Again, half damage from fire was invaluable, as were potions and food (which bypasses the potion limit, so I could get fatigue and health simultaneously). And, for the first time, I got to use Clinch in a situation where it really mattered. It was far from the last time. When you're plowing through rats and goblins it feels like a useless appendix to your spell list, but wow... when the fight's gone on for almost a minute, cutting off the last fifteen or twenty seconds is amazing. During a fight I can't cast heals, but afterwards I can; so it saved me a lot of potions over the course of clearing the plane! (Also prevented several deaths... I was in single-digit health when I clinched on no less than three occasions.) I traded my fur and leather for the fallen defender's chain, and trucked on.

My first Dremora was an adrenaline-pumping experience. It was also my first successful use of Warwyrd. (Which, by the way, will be up to 60 seconds for release... I tried it once against the flame atronach; less useful than four lesser healing potions = not bloody useful.) And what a rewarding victory it was: his mace was Shock enchanted! Not that I had any blunt skill, but who cares? That, and that alone, made me capable of taking on later Dremora with Warwyrd now expended. (Later, within one of The Punished, I found a longsword with the same enchantment which has been my primary weapon since.)

Within the tower, and by that point out of potions and unwisely overloaded with valuable enchanted maces, I bypassed one Dremora with pure stealth (gasp!) and another, a mage, by distracting it with my Ancestor Guardian, the first real test of my changes to that power. (I think it's in a good place. Level 30 made it a solid distraction, but only 12 seconds at my level meant it didn't kill anything but one summoned scamp.) And in the next room... oh crap, two Dremora mages. But also a Blood Pool and two Magicka Essences. I managed to kill one of them with lots and lots of Shock (including a stronger one from a scroll), emptying both magicka wells then zipping past the blood well before running into the previous room. The mage in that room didn't notice me come back in (I used the opposite door) so I hid and recovered a bit, then finished him off, recuperated again, and went back to tackle the final mage. I didn't have access to the wells this time, but there was only one enemy, so Clinch saved my bacon one more time.

The final Punished had Fortify Fatigue pants. After some deliberation, I traded my chain for them; my melee isn't as important as my magic right now, and I'm only slightly over 100 base Fatigue. The sigil stone turned out also to provide Fortify Fatigue, so I slapped that on a jade necklace... and discovered an interesting interaction with the Fatigue Effects GMST changes: my spell effectiveness now goes up to 117%! I'll have to examine that balance point and make sure it's not too good. Granted the bonus will shrink as my natural base Fatigue increases.

Before agreeing to head into Kvatch proper, I decided to detour to Anvil for some recuperation. This is partly because I'd initially snuck around the Oblivion gate and entered the city. The things I saw running toward me... yeah, not yet. Currently relaxing by the beach, because preparation is two thirds of victory! :D

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
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Stu Clarke
 
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Post » Fri May 27, 2011 12:07 pm

I may have to give up LAME, RBP and Integration in favor of MagLite, TRAP and Kraignir's Death.
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Heather Kush
 
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Post » Fri May 27, 2011 3:10 am

I may have to give up LAME, RBP and Integration

Back-burner item, but I do plan to look at whether an RBP -> TRAP -> dual-mastered-patch load order could make Integration work with an otherwise TRAP-based game.
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 11:45 am

I know that I could make it work I'm just lazy.

But if I wanted to make it work I would probably do something like.

1. Place TRAP lower than RBP therefore overwriting RBP's Changes to the original races.
2. Tag RBP {{BASH:Hair, Eyes}} if its not already.
3. Merge Race Records in bashed patch.
4. Find out exactly what Integration requires out of LAME.
5. Take out EVERYTHING else making LAME essentially a hollow esp.
6. place MagLite lower than LAME overwriting writing whatever else it need's to.

It's allot more work than I want to do during a week.
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xxLindsAffec
 
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Post » Fri May 27, 2011 4:39 am

But if I wanted to make it work I would probably do something like

...yeah, basically that, though I'd want to do it in a way which allowed the end-user to install one patch.esp late in the load order, without even needing to Bash it. This is nothing so complex as FCOM, it shouldn't be too tough... just a little tedious.
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Damned_Queen
 
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