[RELz/WIPz] tejon's thread-O-mods

Post » Wed Oct 13, 2010 9:55 am

I've decided to prefer TRAP to Race Balancing Project because TRAP's Bosmer powers seem a great deal more balanced. However, I am not a little annoyed by the fact that while sneaking (which involves stopping periodically) the innate invisibility constantly switches on and off with the corresponding Illusion visual and sound casting effects. This is too distracting and annoying. Is there a way to turn these casting effects (not the chameleon shader itself) off for this particular power/spell? If there isn't, how can I disable them for the school of Illusion altogether?
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Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Wed Oct 13, 2010 11:11 am

Also, you write that your Progress mod keeps track of from how far you kill enemies with to calculate marksmanship progress. I wonder if you could make a replacement for DistantMod based on that mechanism. The mod in question keep score of your longest distance kills, but it does so with the help of a quiver of special "smart arrows", which is not very useful. It seems that your code could perform this task far better.
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Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Wed Oct 13, 2010 7:51 pm

tej?n's Racial Adjustment Package http://www.tesnexus.com/downloads/file.php?id=26216
Current: v0.45



Hi

I'm currently playing with some of your mods and I like a lot what you did with races and birthsigns.

I think there is a little problem with TRAP. I'm playing a bosmer and the sounds and light effects constantly going on when invisibility goes on/off are becoming annoying (casting sound when invisibility gets applied and light + green cloud when it goes off). And i sneak a lot, playing TIE...

I tried to make a small mod removing sounds and light from the invisibility effect but it doesn't work. (I'm not familiar with making mods).

Maybe the invisibility effect is not the direct cause...

Here is my load order:
00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4]02  Progress.esm  [Version 2.2]03  Unofficial Oblivion Patch.esp  [Version 3.2.4]04  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]05  Oblivion Citadel Door Fix.esp06  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]08  EnhancedWeather.esp  [Version 1.3.5]09  Enhanced Water v2.0 HD.esp0A  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]0B  Symphony of Violence.esp0C  Atmospheric Oblivion.esp0D  Rainbows.esp0E  Cities Alive At Night.esp0F  WindowLightingSystem.esp10  Book Jackets Oblivion.esp11  diversegrasses.esp12  Lock Bash Omega.esp  [Version 1.5]13  Enhanced Economy.esp  [Version 3.3.4]14  sr_super_hotkeys.esp15  Book Jackets DLC.esp16  ClassyClothingCompendium.esp17  PTArtifacts.esp18  TIE.esp  [Version 1.31]19  xuldarkforest.esp  [Version 1.0.3]1A  xulStendarrValley.esp  [Version 1.2.1]1B  xulTheHeath.esp1C  XulEntiusGorge.esp1D  xulFallenleafEverglade.esp  [Version 1.3.1]1E  xulColovianHighlands_EV.esp  [Version 1.2.1]1F  xulChorrolHinterland.esp  [Version 1.2.2]20  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]21  xulBravilBarrowfields.esp  [Version 1.3.2]22  xulLushWoodlands.esp  [Version 1.3]23  xulAncientYews.esp  [Version 1.4.2]24  xulAncientRedwoods.esp  [Version 1.6]25  xulCloudtopMountains.esp  [Version 1.0.3]26  xulArriusCreek.esp  [Version 1.1.3]27  xulPatch_AY_AC.esp  [Version 1.1]28  xulRollingHills_EV.esp  [Version 1.3.2]29  xulPantherRiver.esp2A  xulRiverEthe.esp  [Version 1.0.2]2B  xulBrenaRiverRavine.esp  [Version 1.0.2]2C  xulImperialIsle.esp  [Version 1.6.3]2D  xulBlackwoodForest.esp2E  xulCheydinhalFalls.esp  [Version 1.0.1]2F  xulAspenWood.esp  [Version 1.0.1]30  Harvest [Flora].esp  [Version 3.0.0]31  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]32  Birthsigns Expanded.esp  [Version 3.]33  DropLitTorchOBSE.esp  [Version 2.1]34  Toggleable Quantity Prompt.esp  [Version 3.1.1]35  StartChoices.esp36  MagLite.esp37  Maglite_TIE Bound Stats.esp38  MagLite - Alchemy.esp39  Lightweight Potions.esp  [Version 1.1]3A  StealthOverhaul.esp3B  nGCD.esp3C  nGCD Oghma Infinium.esp3D  ProgressGSD.esp  [Version 2.0]3E  ProgressMBSP.esp  [Version 2.0]3F  ProgressSBSP.esp  [Version 1.0]40  ProgressRBSP.esp  [Version 1.0]41  ProgressRacial.esp42  ProgressArmorer.esp  [Version 1.0]43  ProgressMercantile.esp  [Version 1.11]44  TRAP.esp45  Willful Resistance.esp  [Version 4.0]46  No More Annoying Messages.esp  [Version 1.3]++  silent invisibility.esp47  Real Lava 1.3.esp48  Hemingweys Capes.esp  [Version 1.02]49  MiniMap.esp4A  Bashed Patch, 0.esp4B  Duke Patricks - BASIC Script Effect Silencer.esp4C  Streamline 3.1.esp


and bashed patch settings:
Bashed Patch, 0.esp•  Overview•  Import Cells•  Import Graphics•  Import Inventory•  Import NPC Faces•  Import Names•  Import Relations•  Import Scripts•  Tweak Assorted•  Tweak Settings•  Import Stats•  Tweak Names•  SEWorld Tests•  Leveled Lists Overview Date/Time•  06/03/2010 12:40:08  Active Mods•  00 Oblivion.esm •  01 EnhancedWeather.esm [Version 1.4] •  02 Progress.esm [Version 2.2] •  03 Unofficial Oblivion Patch.esp [Version 3.2.4] •  04 UOP Vampire Aging & Face Fix.esp [Version 1.0.0] •  05 Oblivion Citadel Door Fix.esp •  06 DLCShiveringIsles.esp •  07 Unofficial Shivering Isles Patch.esp [Version 1.4.0] •  08 EnhancedWeather.esp [Version 1.3.5] •  09 Enhanced Water v2.0 HD.esp •  0A Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1] •  0B Symphony of Violence.esp •  0C Atmospheric Oblivion.esp •  0D Rainbows.esp •  0E Cities Alive At Night.esp •  0F WindowLightingSystem.esp •  10 Book Jackets Oblivion.esp •  11 diversegrasses.esp •  12 Lock Bash Omega.esp [Version 1.5] •  13 Enhanced Economy.esp [Version 3.3.4] •  14 sr_super_hotkeys.esp •  15 Book Jackets DLC.esp •  16 ClassyClothingCompendium.esp •  17 PTArtifacts.esp •  18 TIE.esp [Version 1.31] •  19 xuldarkforest.esp [Version 1.0.3] •  1A xulStendarrValley.esp [Version 1.2.1] •  1B xulTheHeath.esp •  1C XulEntiusGorge.esp •  1D xulFallenleafEverglade.esp [Version 1.3.1] •  1E xulColovianHighlands_EV.esp [Version 1.2.1] •  1F xulChorrolHinterland.esp [Version 1.2.2] •  20 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.3] •  21 xulBravilBarrowfields.esp [Version 1.3.2] •  22 xulLushWoodlands.esp [Version 1.3] •  23 xulAncientYews.esp [Version 1.4.2] •  24 xulAncientRedwoods.esp [Version 1.6] •  25 xulCloudtopMountains.esp [Version 1.0.3] •  26 xulArriusCreek.esp [Version 1.1.3] •  27 xulPatch_AY_AC.esp [Version 1.1] •  28 xulRollingHills_EV.esp [Version 1.3.2] •  29 xulPantherRiver.esp •  2A xulRiverEthe.esp [Version 1.0.2] •  2B xulBrenaRiverRavine.esp [Version 1.0.2] •  2C xulImperialIsle.esp [Version 1.6.3] •  2D xulBlackwoodForest.esp •  2E xulCheydinhalFalls.esp [Version 1.0.1] •  2F xulAspenWood.esp [Version 1.0.1] •  30 Harvest [Flora].esp [Version 3.0.0] •  31 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] •  32 Birthsigns Expanded.esp [Version 3.] •  33 DropLitTorchOBSE.esp [Version 2.1] •  34 Toggleable Quantity Prompt.esp [Version 3.1.1] •  35 StartChoices.esp •  36 MagLite.esp •  37 Maglite_TIE Bound Stats.esp •  38 MagLite - Alchemy.esp •  39 Lightweight Potions.esp [Version 1.1] •  3A StealthOverhaul.esp •  3B nGCD.esp •  3C nGCD Oghma Infinium.esp •  3D ProgressGSD.esp [Version 2.0] •  3E ProgressMBSP.esp [Version 2.0] •  3F ProgressSBSP.esp [Version 1.0] •  40 ProgressRBSP.esp [Version 1.0] •  41 ProgressRacial.esp •  42 ProgressArmorer.esp [Version 1.0] •  43 ProgressMercantile.esp [Version 1.11] •  44 TRAP.esp •  45 Willful Resistance.esp [Version 4.0] •  46 No More Annoying Messages.esp [Version 1.3] •  ++ silent invisibility.esp •  47 Real Lava 1.3.esp •  48 Hemingweys Capes.esp [Version 1.02] •  49 MiniMap.esp •  ++ Duke Patricks - BASIC Script Effect Silencer.esp  Import CellsSource Mods•  Unofficial Oblivion Patch.esp •  Unofficial Shivering Isles Patch.esp  Cells Patched•  Oblivion.esm: 95  Import GraphicsSource Mods•  Book Jackets Oblivion.esp •  Book Jackets DLC.esp •  Real Lava 1.3.esp  Modified Records Import InventorySource Mods•  Unofficial Oblivion Patch.esp •  Unofficial Shivering Isles Patch.esp •  TIE.esp  Inventories Changed: 2•  Oblivion.esm: 2  Import NPC FacesSource Mods•  TIE.esp  Faces Patched: 2113 Import NamesSource Mods/Files•  Oblivion.esm •  Unofficial Oblivion Patch.esp •  Unofficial Shivering Isles Patch.esp •  Birthsigns Expanded.esp •  Guard_Names.csv •  Rational_Names.csv  Renamed Items•  ALCH: 212 •  AMMO: 117 •  APPA: 21 •  ARMO: 150 •  BOOK: 627 •  CLOT: 203 •  CONT: 3 •  CREA: 75 •  DOOR: 2 •  FLOR: 9 •  INGR: 9 •  MISC: 33 •  NPC_: 397 •  SGST: 150 •  SLGM: 20 •  SPEL: 292 •  WEAP: 508  Import RelationsSource Mods/Files•  Unofficial Oblivion Patch.esp •  TIE.esp  Modified Factions: 1 Import ScriptsSource Mods•  Unofficial Oblivion Patch.esp •  TIE.esp  Modified Records•  DOOR: 1 •  FLOR: 7  Tweak Assorted Bow Reach Fix•  Bows fixed: 1 •  Oblivion.esm: 1  DarNified Books•  Books DarNified: 301 •  Oblivion.esm: 293 •  Unofficial Shivering Isles Patch.esp: 2 •  TIE.esp: 6  Reweigh Potions to Maximum Weight•  Potions Reweighed by max weight potions: 221 •  Oblivion.esm: 211 •  TIE.esp: 9 •  xulBrenaRiverRavine.esp: 1  Right Hand Rings•  Rings fixed: 44 •  Oblivion.esm: 44  Tweak Settings•  Horse Turning Speed: x 2.0 •  Msg: Equip Misc. Item: [None]  Import StatsSource Mods/Files•  Unofficial Oblivion Patch.esp •  Unofficial Shivering Isles Patch.esp •  Maglite_TIE Bound Stats.esp  Modified Stats•  alch: 3 •  Oblivion.esm: 3 •  Lights: 1 •  Oblivion.esm: 1 •  Misc: 8 •  Oblivion.esm: 8 •  Clothes: 2 •  Oblivion.esm: 2 •  Weapons: 106 •  Oblivion.esm: 106 •  Sigil Stone: 4 •  Oblivion.esm: 4 •  Armor: 10 •  Oblivion.esm: 10 •  Books: 3 •  Oblivion.esm: 3 •  Ammo: 11 •  Oblivion.esm: 11  Tweak Names•  Armor: 1027 •  Oblivion.esm: 994 •  Unofficial Shivering Isles Patch.esp: 1 •  TIE.esp: 5 •  xulBeachesOfCyrodiilLostCoast.esp: 1 •  xulArriusCreek.esp: 1 •  xulBrenaRiverRavine.esp: 1 •  xulAspenWood.esp: 19 •  Hemingweys Capes.esp: 5 •  Clothes: 831 •  Oblivion.esm: 603 •  Unofficial Oblivion Patch.esp: 1 •  Enhanced Economy.esp: 2 •  ClassyClothingCompendium.esp: 26 •  PTArtifacts.esp: 1 •  TIE.esp: 10 •  xulBeachesOfCyrodiilLostCoast.esp: 1 •  xulRollingHills_EV.esp: 3 •  xulAspenWood.esp: 1 •  Birthsigns Expanded.esp: 24 •  MagLite.esp: 2 •  TRAP.esp: 10 •  Willful Resistance.esp: 1 •  Hemingweys Capes.esp: 146 •  Notes and Scrolls: 628 •  Oblivion.esm: 608 •  TIE.esp: 15 •  xulChorrolHinterland.esp: 1 •  xulBrenaRiverRavine.esp: 1 •  xulBlackwoodForest.esp: 2 •  StartChoices.esp: 1 •  Potions: 267 •  Oblivion.esm: 253 •  TIE.esp: 13 •  xulBrenaRiverRavine.esp: 1 •  Spells: 630 •  Oblivion.esm: 593 •  Unofficial Oblivion Patch.esp: 6 •  sr_super_hotkeys.esp: 1 •  PTArtifacts.esp: 6 •  TIE.esp: 5 •  xuldarkforest.esp: 2 •  xulBeachesOfCyrodiilLostCoast.esp: 6 •  xulBrenaRiverRavine.esp: 1 •  MagLite.esp: 6 •  nGCD.esp: 1 •  Willful Resistance.esp: 1 •  Hemingweys Capes.esp: 2 •  Weapons: 1469 •  Oblivion.esm: 1447 •  sr_super_hotkeys.esp: 1 •  TIE.esp: 10 •  xulBeachesOfCyrodiilLostCoast.esp: 3 •  xulArriusCreek.esp: 1 •  xulAspenWood.esp: 5 •  Hemingweys Capes.esp: 2  SEWorld TestsQuests Patched: 9 Leveled Lists Delevelers/Relevelers•  Unofficial Oblivion Patch.esp [ADR] •  TIE.esp [ADR]  Merged Item Lists•  LL0NPCWeapon0MagicWaraxe100 •  Unofficial Oblivion Patch.esp [ADR] •  TIE.esp [ADR] •  LL0NPCWeapon0MagicWaraxeLvl100 •  Unofficial Oblivion Patch.esp [ADR] •  TIE.esp [ADR]  Empty Creature Sublists•  VSWildernessBandits9  Empty Creature Sublists Removed•  LL1RoadMountainsSnow  Empty Item Sublists•  LL0LootArrow3SilverAbsorbMagic75  Empty Item Sublists Removed•  LL1LootArrow0Magic10 •  LL1LootArrow0Magic100 •  LL1LootArrow0Magic25 •  LL1LootArrow0Magic50 •  LL1LootArrow0Magic75 •  LL1NPCArrowMagic100  



I also made a small esp to correct bound armor/weapons stats from maglite to fit TIE original stats. I'm currently testing it. (Maglite bound dagger was weaker than TIE iron dagger...)


Keep up the good work!

Edit: Sorry, just realised the same thing was reported above...
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Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Wed Oct 13, 2010 12:21 pm

Hi
I'm currently playing with some of your mods and I like a lot what you did with races and birthsigns.
I think there is a little problem with TRAP. I'm playing a bosmer and the sounds and light effects constantly going on when invisibility goes on/off are becoming annoying (casting sound when invisibility gets applied and light + green cloud when it goes off). And i sneak a lot, playing TIE...
I tried to make a small mod removing sounds and light from the invisibility effect but it doesn't work. (I'm not familiar with making mods).
Keep up the good work!
Edit: Sorry, just realised the same thing was reported above...

Hopefully this should handle the two issue. These two steps will help but only if you can use the tesCS.
1- Use this mod as a template to add these changes in TRAP. TES4edit is the easiest tool for this, or have two tesCS's open to see and make the changes. Or you can merge it into TRAP.
http://www.4shared.com/file/235733409/1061552c/trap_mod2.html
It removes the visual and sound components of invisibility [1881] and script effect [189A].
2- Edit the TRAP script 'ScN tejonRaceBosmerTokenScript' in tesCS. Add the semicolons.

if (shadows)
if (shadowsOK == 0)
let shadows := 0
target.RemoveSpellNS tejonRaceBosmerShadows
; if (isPlayer)
; target.PlaySound3D SPLIllusionHit
; endif
endif
if (target.GetAV Invisibility == 0)
; if (isPlayer)
; target.PlaySound3D SPLIllusionHit
; endif
if target.HasSpell tejonRaceBosmerShadows
target.RemoveSpellNS tejonRaceBosmerShadows
endif
let shadows := 0
let timer := 6
endif
elseif (shadowsOK)
if (target.GetAV Invisibility == 0)
target.AddSpellNS tejonRaceBosmerShadows
; if (isPlayer)
; target.PlaySound3D SPLIllusionCast
; endif
let shadows := 1
endif
endif

I'm not up to making a deisolated patch, but this should work.
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Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Wed Oct 13, 2010 7:03 am

OH thank you very much for the input! I will try this and report.

I see in the script why my changes didn't work.

Edit: I'm having a problem: The CS won't let me save the script because of an unknown command (array_var). I guess it's an OBSE command... How should i do?

Re Edit: Sorry again, just figured it out in OBSE readme. I'm a noob :D

Rereedit: Report: I just modified the script and it removes the annoying sounds ingame. So no need to remove the spell effects sounds. The mod seems to work right too, so i suppose tejon just added thoses sounds to tell the player when invisibility gets applied. Still trying to find the right way to remove the green cloud that happens when invisibility goes off.
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natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Wed Oct 13, 2010 1:50 pm

Hello!

Coming back to Oblivion after a break and, naturally, I came here. Sad to see tej?n's not around but I guess everyone needs a time out.

Anyway, I wanted to know if there are any known issues and/or outstanding bugs that I should be aware of concerning nGCD, Progress, Birthsigns Expanded, TRAP, TFE, Fizzle, Lock Bash Omega, and MagLite.

Thanks for the heads up!

Cheers!

cc
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David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Wed Oct 13, 2010 5:34 pm

I wanted to know if there are any known issues and/or outstanding bugs that I should be aware of concerning nGCD, Progress, Birthsigns Expanded, TRAP, TFE, Fizzle, Lock Bash Omega, and MagLite.


Nothing that I'm aware of that's not been highlighted in this thread and rectified.
If you do find a problem posting here usually leads to a solution.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Wed Oct 13, 2010 11:31 am

Anyway, I wanted to know if there are any known issues and/or outstanding bugs that I should be aware of concerning nGCD, Progress, Birthsigns Expanded, TRAP, TFE, Fizzle, Lock Bash Omega, and MagLite.

Well, myself and one other user had a bug related to MagLite. Glenroy (one of the guards in the opening prison scene) would become overencumbered and therefore never come down to the prison gate, stopping the game's progress cold.

Neither of us figured out what exactly the mod-interaction was that caused the problem. We had very different mod setups. Removing MagLite solved the problem.

I'm sure it's not an inherent bug in MagLite. Just giving you a heads up in case you run into that exact problem.

Otherwise, I'm a very happy user of many of Tejon's mods.

gothemasticator
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Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Wed Oct 13, 2010 1:54 pm

FREAAAKINNN!!!!!!!!!!!!!
AWESOME!!!!!!!!!!!!!!!!!!
MASTERPIECES!!!!!!!!!!!!!!!!!

:rock: (the collapse and uprise animation of the PC are workin just oblivantastic!!)


I use
progress,
mag lite (without alchemy add),
fatigue effects

together with
cobl
realsleep extended
more realistic encumbrance
+ + + omobs (with the mobs replaces for uop, usip and uomp)

and it works like a sweet charm. thank you tej?n, your work is appreciated.... :bowdown:
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Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Wed Oct 13, 2010 5:56 pm

oops, I have a missing token, and the source is MagLite. http://img13.imageshack.us/i/screenshot142p.jpg/ is the picture.

Have installed latest MagLite new, but missing mesh stays.

What is missing here?
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Wed Oct 13, 2010 8:32 am

oops, I have a missing token, and the source is MagLite. http://img13.imageshack.us/i/screenshot142p.jpg/ is the picture.

Have installed latest MagLite new, but missing mesh stays.

What is missing here?
Most likely nothing: it's a token and should be unplayable. How did you gain access to it? Where and how did you find it?

Vac
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Wed Oct 13, 2010 12:15 pm

Most likely nothing: it's a token and should be unplayable. How did you gain access to it? Where and how did you find it?

Vac


I did find it on Imperial Isle, just between sinkhole cave and the river coast.

Another problem with TFE.
Its nice to let the player collapse, the command player.pushactor away player -x does well,
but not when i am runnin down a slope, seems that in case there is a slant and i am jumping as fatigue drowns,
the cam moves sometimes in some jerky zigzag manner around dragging the player around, like a misaligned havok effect.
the only mod i have too is realisitc force medium, but i dunno if they interfere.

I have installed TFE new, but the weird bug is persistent.
I will try to deactivate realisitc force medium and test again.

PS: deactivated realistic force medium, but the same error.
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Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Wed Oct 13, 2010 1:59 pm

I did find it on Imperial Isle, just between sinkhole cave and the river coast.
And was it just lying around on the ground? That would be surprising.

Vac
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Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Wed Oct 13, 2010 6:57 am

And was it just lying around on the ground? That would be surprising.

Vac


It does not lie, its about 1m above the ground.


about the weird cam effect after collapsing /TFE.
would it make sense to use the paralyze spell on the player without fx effect?
player.pushactoraway player -5 seems to have strange effects on slopes.

PS: its late here, before I do vacuities i m goin to get some sleep.
hope my bug finding did help.

but the oblivion script engine seems really annoying, im missing a simple possibility to add a vector to an object, to determine the force, duration and direction. who the hell programmed this shyt?
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Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Wed Oct 13, 2010 9:24 am

The aforementioned collapse bug only happens when the PC is running and then jumping at a slope.

The bug is that the cam seems to move further after the PC collapsed, dragging the PC around,
sometimes only a short distance, and then focusing again on the PC (i am in 3rd person mode)
sometimes long distances. the path the cam follows seems really randomly.

could it be that at slopes the player.pushactoraway player -5 reacts differently?
when just running or standing still and jumping this bug doesnt occur, the just collapses and the cam stays focused on PC.
pls help.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Wed Oct 13, 2010 2:33 pm

could it be that at slopes the player.pushactoraway player -5 reacts differently?
when just running or standing still and jumping this bug doesnt occur, the just collapses and the cam stays focused on PC.
pls help.

The problem occurs because TFE interferes with another mod, http://www.tesnexus.com/downloads/file.php?id=14318

What now? Is there any compatible encumbrance mod working well with tejón's TFE?? pls help!
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Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Wed Oct 13, 2010 7:18 am

Hey!

The thread for Lock Bash Omega got dead.

I wanted to know if the said mod adds a chance (maybe optional) to damage or completely destroy the items inside the bashed chest. Also, does it work on doors?

Thanks!

cc
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Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Wed Oct 13, 2010 2:12 pm

Hey!

The thread for Lock Bash Omega got dead.

I wanted to know if the said mod adds a chance (maybe optional) to damage or completely destroy the items inside the bashed chest. Also, does it work on doors?

Thanks!

cc

No on both counts
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Wed Oct 13, 2010 8:10 pm

Hi all. I think I am having an issue with nGCD. I am about 10 hours of gameplay into the game, 19 major skillups (10 of which are in Sneak, for agil) and untold volumes of minor skillups. End, Int, Per, and Speed all have over 20 skillups worth from minor skill increases. My level is still showing as 1, and my progress bar is about 2/3 of the way full. Most distressing, however, is that all my attributes are exactly the same as in character creation back in the prison cell.

1. I gather from previous posts that nGCD has a x3 slowdown effect, so I understand the 2/3 full bar. I am considering using Progress to adjust it a little as I am running FCOM and need to get past these first few levels. Is Progress retroactive?

2. I gathered from the description of nGCD that I would be gaining attribute increases a point at a time, gradually, over the course of an entire level. I had thought that the amount of skillups in the above mentioned stat-associated skills would've at least given me a point or two by now. Do they come all at once when the level is gained? Am I worrying too soon? -- i.e. do the attribute increases occur much more gradually than what I would see given my current skillups? ...... Or do I have a bug?

I am just about through with the Imperial Isle (all that can be done at the early stages --- Dzonot Cave, I'm looking at you :P ), and I'd like to get my levels straightened out so I can begin exploring the outer lake edges.

I thought about the possibility of mod conflicts, but none of my other mods seem like they would or should conflict. Everything I've read tells me that OOO shouldn't have any conflicts with nGCD. For reference, I am running, full FCOM+Bob's and Loth's, MOBS versions of USIP and UOP, HGEC and the EvE meshes for FCOM, Midas, Race Rebalancing Project, Beautiful People, Open Better Cities, Quest Reward leveling, Kvatch Rebuilt, Lost Spires, and several other mods that have even less of a likelihood of conflicting (Purse of Wonders, Creeper Jones, and other little onesies). I use Wrye Bash for installation, loading and Bashed Patching, and BOSS for sorting.

I scoured all the *.ini and readme files in the nGCD package as well as this thread here, and on the TESNexus site, without finding anything that looked like a solution. I absolutely love the idea behind this mod and would really like to know whether or not I can get it to work for me!

Sorry if my post is a bit unclear, I'm a bit tired right now, having spent about 10 hours straight playing.
Thanks in advance for any help.


tl;dr --- with nGCD, I've had 19 major skillups and still no ability increases ... is that supposed to happen?
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Wed Oct 13, 2010 6:25 pm

There's no skill or attribute slowdown using nGCD. What your looking at is the default rate for FCOM with the x3.
Perhaps follow the guidelines in http://www.gamesas.com/index.php?/topic/1049541-relzwipz-tejons-thread-o-mods/page__view__findpost__p__15513479
You shouldn't require it but the console command to check your level progress is
show ngcdplayer.levelprogress
If your still having problems after this, post again and we'll have another look.
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Wed Oct 13, 2010 10:30 am

There's no skill or attribute slowdown using nGCD. What your looking at is the default rate for FCOM with the x3.
Perhaps follow the guidelines in http://www.gamesas.com/index.php?/topic/1049541-relzwipz-tejons-thread-o-mods/page__view__findpost__p__15513479
You shouldn't require it but the console command to check your level progress is
show ngcdplayer.levelprogress
If your still having problems after this, post again and we'll have another look.


This might not be the issue at all, but I remember back when I first started using nGCD the first level up was the hardest to get due to racial/class restrictions (i.e. not all start on the same footing and they have to become more or less equal once they reach level 2).

If that's the case, you'll level up much quicker once you reach reach that point as well.

Cheers!

cc
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Wed Oct 13, 2010 6:20 am

There's no skill or attribute slowdown using nGCD. What your looking at is the default rate for FCOM with the x3.
Perhaps follow the guidelines in http://www.gamesas.com/index.php?/topic/1049541-relzwipz-tejons-thread-o-mods/page__view__findpost__p__15513479
You shouldn't require it but the console command to check your level progress is
show ngcdplayer.levelprogress
If your still having problems after this, post again and we'll have another look.



Fixed!
I, like the previous poster, was using the "stable" v17 build of OBSE. After upgrading to v18 I went back into the game, got a rank in speechcraft, and BOOM! all attributes reset to 1! I had 1 hp, 1 mana point, and 4 fatigue. o.o Needless to say I was over-encumbered :P

I completely uninstalled nGCD, following the .CLEAN instructions in the readme, reinstalled it and got a "nGCD activated" message.

Turns out I should've been level 4 all this time with an additional 130hp :D And attributes adjusting in real-time! /dance
Thanks for the advice and help. On to Cyrodill!
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Wed Oct 13, 2010 7:29 am

Still trying to find the right way to remove the green cloud that happens when invisibility goes off.


I think Duke Patrick's Script Silencer will fix that.

Question: there used to be a conflict between Willful Resistance and L.A.M.E. Is that still the case?
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Wed Oct 13, 2010 7:08 am

Question: there used to be a conflict between Willful Resistance and L.A.M.E. Is that still the case?

I'm unfaniliar with LAME, but if it alters the way Willful Resistance calculates willpower, then there is almost certainly a conflict.
If you load WR after LAME it should overwrite any alterations.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Wed Oct 13, 2010 6:54 am

I think Duke Patrick's Script Silencer will fix that.

Question: there used to be a conflict between Willful Resistance and L.A.M.E. Is that still the case?

I use WR with LAME and SM without issue, and it does indeed load after both of them.


Does the PC's skill progression still get reset as the character completes the tutorial dungeon with the Immediate Character Generation plugin. I asked about this issue earlier. For example, if the PC's stats are at X value, they remain at X value, but after confirming the class with Glenroy? all progression in that skill (on the way to X+1) is lost.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

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