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

Post » Wed Oct 13, 2010 4:39 pm

Quick question:

I just noticed that this character (almost to 20), never got the Progress book added to inventory. Now I know that the initialization message is borked in the current version, but I know for a fact that other characters with this version have gotten it (the book).

Most likely is that all the scripts and so forth initializing when creating a new character caused a misfire, and the Progress script(s) only partially initialized. I just never noticed.

I know the mod is working, incidentally, I've tweaked various settings in the .ini and tried the relevant skills in game (armorer shooting up a whole level with one repair, etc.).

I guess my question is, is there a console command to re-initialize the Progress script? Or is my best bet just to do an uninstall-clean save-reinstall of the mod?


edit: spel guder
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Ebou Suso
 
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Post » Wed Oct 13, 2010 9:18 pm

Quick question:

I just noticed that this character (almost to 20), never got the Progress book added to inventory. Now I know that the initialization message is borked in the current version, but I know for a fact that other characters with this version have gotten it (the book).

Most likely is that all the scripts and so forth initializing when creating a new character caused a misfire, and the Progress script(s) only partially initialized. I just never noticed.

I know the mod is working, incidentally, I've tweaked various settings in the .ini and tried the relevant skills in game (armorer shooting up a whole level with one repair, etc.).

I guess my question is, is there a console command to re-initialize the Progress script? Or is my best bet just to do an uninstall-clean save-reinstall of the mod?


edit: spel guder

Doing a clean save would not hurt because Progress is just algorithmic. It will recalculate everything as it should after re-adding it.
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Heather Kush
 
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Post » Wed Oct 13, 2010 2:03 pm

Hey!

I know you've seen hundreds of these. I tried following the link on the first page but that old thread has been purged. Without further ado, here's what I want:

nGCD

I'd like racial attributes to go up to 120 or as low as 80 - those starting with 30 capped at 80, those starting at 50 capped at 120.
Secondly, I want racial skills to be quite important in setting the level and to raise quicker. Next, I want class skills, next specialization skills.
Thirdly, I'd like to have Luck go up as the average of my other attributes, but I'm not sure that's possible.

set nGCD.iClassAttr                     to  5       ; 5set nGCD.bManageLuck                    to  1       ; 1set nGCD.bLuckAlwaysIncreases           to  0       ; 0set nGCD.bLuckGetsClassAttr             to  0       ; 0set nGCD.iForceBaseLuck                 to -1       ;-1set nGCD.iSkillMax                      to  100     ; 100set nGCD.bAbilitiesReduceSkillMax       to  1       ; 1set nGCD.iAttrMax                       to  120     ; 100set nGCD.iAttrCap                       to  120     ; 100set nGCD.bAbilitiesObeyAttrMax          to  1       ; 1set nGCD.iRacialAttributesOffset        to  0       ; 0set nGCD.fRacialAttributesRatio         to  1.0     ; 1.0set nGCD.iAttrMin                       to  -1       ; 0set nGCD.bAttrMinRaisesAttrMax          to  1       ; 0set nGCD.iRacialAttributesBaseValue     to  40      ; 40set nGCD.iRacialAttributesBaseLuck      to  50      ; 50set nGCD.fRacialAttrMaxRatio            to  2.0     ; 1.0set nGCD.fSkillExpBase                  to  1.0		; 0.98	 1.0	 0.95set nGCD.fSkillExpClass                 to -0.03	;-0.05	-0.1	-0.0set nGCD.fSkillExpSpec                  to -0.01	;-0.03	-0.05	-0.0set nGCD.fSkillExpRaceFlat              to -0.0		;-0.0	set nGCD.fSkillExpRaceScale             to -0.005	;-0.0	set nGCD.fSkillLevelBase                to  0.5    ; 0.75	0.5	1.0set nGCD.fSkillLevelClass               to  0.3    ; 0.50	1.0	0.0set nGCD.fSkillLevelSpec                to  0.1    ; 0.25	0.5	0.0set nGCD.fSkillLevelRaceFlat            to  0.0     ; 0.0set nGCD.fSkillLevelRaceScale           to  0.05     ; 0.0set nGCD.iSkillLevelDivisor             to  28      ; 28


I'm not sure at the moment if I should be using RBP or TRAP. Other mods in my configuration include LAME, Progress, Birthsigns Expanded, TIE. Basically, I don't want my character to be too weak to live :P

Several questions on the nGCD ini:

; In Vanilla Oblivion, Fortify Skill abilites are added to your base skill
; values. The 100-cap on skills includes any Ability bonus; for instance if
; you have 70 Acrobatics and Fortify Acrobatics 30 you are considered to have
; 100 Acrobatics, gain the Master perk, and cannot advance the skill. To avoid
; reducing your character's potential, nGCD reduces SkillMax for skills which
; have a bonus from Ability effects; in the example above, the SkillMax for
; Acrobatics would be set to 70. In certain situations, such as vampirism, you
; can gain and lose Fortify Skill effects; this causes some fluctuation in
; your character's attributes and level. If you dislike the side effect, you
; can set this option to 0. Additionally, if you use a mod which lets your
; skills progress past 100, adjustment is unnecessary and you should set this
; to zero.

AbilitiesReduceSkillMax - why reduce a skill max from 100 to 70 when it's fortified by 30? How does that not reduce a character's potential? Granted, you don't get the perk, but you can't increase your skill either. Shouldn't it work by increasing the skill max value by 30?


AttrMin and AttrMax, rather than between AttrMin and (AttrMax + AttrMin).
; - AttrMin -
; This value is added to calculated attributes. If you set this to -1, racial
; base attributes are treated as a bonus and have no influence on gain rates.

The first line of the quote I included because it doesn't make sense - English wise that is.
AttrMin - so if this is 0, racial attributes will get a bonus to the speed with which they increase?

Health, Magicka, and Magicka Regeneration - I don't exactly understand how these values - "nGCD.fHealthSkillStrengthMult" - tie in with the skill values selected in SkillSpread.ini. Does a value of 0 mean that skills with this attribute set as governing won't provide the bonus?

If you're using any other settings than the default ones in this section, could you please post them and give a brief explanation of the effect that change has had?

I'll be back with Progress tomorrow probably. Thanks!

cc
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~Amy~
 
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Post » Wed Oct 13, 2010 1:09 pm

Hey!

I know you've seen hundreds of these. I tried following the link on the first page but that old thread has been purged. Without further ado, here's what I want:

nGCD

I'd like racial attributes to go up to 120 or as low as 80 - those starting with 30 capped at 80, those starting at 50 capped at 120.
Secondly, I want racial skills to be quite important in setting the level and to raise quicker. Next, I want class skills, next specialization skills.
Thirdly, I'd like to have Luck go up as the average of my other attributes, but I'm not sure that's possible.

set nGCD.iClassAttr                     to  5       ; 5set nGCD.bManageLuck                    to  1       ; 1set nGCD.bLuckAlwaysIncreases           to  0       ; 0set nGCD.bLuckGetsClassAttr             to  0       ; 0set nGCD.iForceBaseLuck                 to -1       ;-1set nGCD.iSkillMax                      to  100     ; 100set nGCD.bAbilitiesReduceSkillMax       to  1       ; 1set nGCD.iAttrMax                       to  120     ; 100set nGCD.iAttrCap                       to  120     ; 100set nGCD.bAbilitiesObeyAttrMax          to  1       ; 1set nGCD.iRacialAttributesOffset        to  0       ; 0set nGCD.fRacialAttributesRatio         to  1.0     ; 1.0set nGCD.iAttrMin                       to  -1       ; 0set nGCD.bAttrMinRaisesAttrMax          to  1       ; 0set nGCD.iRacialAttributesBaseValue     to  40      ; 40set nGCD.iRacialAttributesBaseLuck      to  50      ; 50set nGCD.fRacialAttrMaxRatio            to  2.0     ; 1.0set nGCD.fSkillExpBase                  to  1.0		; 0.98	 1.0	 0.95set nGCD.fSkillExpClass                 to -0.03	;-0.05	-0.1	-0.0set nGCD.fSkillExpSpec                  to -0.01	;-0.03	-0.05	-0.0set nGCD.fSkillExpRaceFlat              to -0.0		;-0.0	set nGCD.fSkillExpRaceScale             to -0.005	;-0.0	set nGCD.fSkillLevelBase                to  0.5    ; 0.75	0.5	1.0set nGCD.fSkillLevelClass               to  0.3    ; 0.50	1.0	0.0set nGCD.fSkillLevelSpec                to  0.1    ; 0.25	0.5	0.0set nGCD.fSkillLevelRaceFlat            to  0.0     ; 0.0set nGCD.fSkillLevelRaceScale           to  0.05     ; 0.0set nGCD.iSkillLevelDivisor             to  28      ; 28


I'm not sure at the moment if I should be using RBP or TRAP. Other mods in my configuration include LAME, Progress, Birthsigns Expanded, TIE. Basically, I don't want my character to be too weak to live :P

Several questions on the nGCD ini:


AbilitiesReduceSkillMax - why reduce a skill max from 100 to 70 when it's fortified by 30? How does that not reduce a character's potential? Granted, you don't get the perk, but you can't increase your skill either. Shouldn't it work by increasing the skill max value by 30?



The first line of the quote I included because it doesn't make sense - English wise that is.
AttrMin - so if this is 0, racial attributes will get a bonus to the speed with which they increase?

Health, Magicka, and Magicka Regeneration - I don't exactly understand how these values - "nGCD.fHealthSkillStrengthMult" - tie in with the skill values selected in SkillSpread.ini. Does a value of 0 mean that skills with this attribute set as governing won't provide the bonus?

If you're using any other settings than the default ones in this section, could you please post them and give a brief explanation of the effect that change has had?

I'll be back with Progress tomorrow probably. Thanks!

cc

There is an always use luck option, and it uses the averaging method. You did not include that section in your post for some reason...

set the following to 1
set nGCD.bLuckAlwaysIncreases to 0 ; 0
set nGCD.bLuckGetsClassAttr to 0 ; 0


Reducing skill max to 70: Since the vanilla game with a 30 pt bonus allows the skill to only advance to 70, you lose all of the attribute contribution that would be earned with those lost 30 skill increases. That kind of stinks if that is say...your major skill or a favored skill. By reducing the skill max to 70, the attribute contribution that would raise the attribute to its 100 cap in the vanilla cap, is based on that skill being calculated with 70 available skill increases instead of 100.

I did not code nGCD, so I will present an example. For simplicity, assume this attribute is only based on the one skill that has its cap reduced to 70. example:

Vanilla
Originally, the attribute would only reach 100 if the skill reached 100. Therefore, attribute contribution per skill increase here is 1.
Now, take into consideration that nice 30pt perm fortify ability you received. Suddenly, you only have 70 available skill increases, so you could only raise that attribute to 70 with that on a one-to-one skill to attribute contribution.

nGCD
After reducing the max cap of the skill to 70 because of the 30pt bonus, the attrb contribution per skill is recalculated to 100/70. This recalculaton is done because that attribute is still capped at 100, so that one skill with only 70 available skill increases has to be able to allow it to reach that cap. (The attribute's cap is not reduced because the skill's max cap has been reduced.)

Edit: ...lots of edits...more stuff

To have Racial skills increase faster, use the Progress "racial" optional plugin. Please, please, re-read the INI files for these two mods.
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kristy dunn
 
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Post » Wed Oct 13, 2010 11:51 am

Hey!

There is an always use luck option, and it uses the averaging method. You did not include that section in your post for some reason...

set the following to 1
set nGCD.bLuckAlwaysIncreases to 0 ; 0
set nGCD.bLuckGetsClassAttr to 0 ; 0

Thanks for the reply!

I didn't include this because I thought "LuckAlwaysIncreases" means one point up at each level, not the average of the other attributes. As far as I know, this isn't specified in the ini or the readme, for that matter.
Reducing skill max to 70: Since the vanilla game with a 30 pt bonus allows the skill to only advance to 70, you lose all of the attribute contribution that would be earned with those lost 30 skill increases. That kind of stinks if that is say...your major skill or a favored skill. By reducing the skill max to 70, the attribute contribution that would raise the attribute to its 100 cap in the vanilla cap, is based on that skill being calculated with 70 available skill increases instead of 100.

I did not code nGCD, so I will present an example. For simplicity, assume this attribute is only based on the one skill that has its cap reduced to 70. example:

Vanilla
Originally, the attribute would only reach 100 if the skill reached 100. Therefore, attribute contribution per skill increase here is 1.
Now, take into consideration that nice 30pt perm fortify ability you received. Suddenly, you only have 70 available skill increases, so you could only raise that attribute to 70 with that on a one-to-one skill to attribute contribution.

nGCD
After reducing the max cap of the skill to 70 because of the 30pt bonus, the attrb contribution per skill is recalculated to 100/70. This recalculaton is done because that attribute is still capped at 100, so that one skill with only 70 available skill increases has to be able to allow it to reach that cap. (The attribute's cap is not reduced because the skill's max cap has been reduced.)

Right. This clarifies that point of the "AbilitiesReduceSkillMax". Cheers!
To have Racial skills increase faster, use the Progress "racial" optional plugin.

I don't have Progress installed, as of yet. I will today, but I was only tweaking the nGCD ini yesterday and that's where I read the:
; This value is added to calculated attributes. If you set this to -1, racial
; base attributes are treated as a bonus and have no influence on gain rates.

that lead to the question I asked. Theoretically, I know Progress handles this stuff, that's why I found it strange a nGCD value would have an inpact on that.

Now, for the 80/120 attributes, the reason I included the whole block was because I wasn't sure about some of the values in there:
set nGCD.iClassAttr                     to  5       ; 5set nGCD.bManageLuck                    to  1       ; 1set nGCD.bLuckAlwaysIncreases           to  0       ; 0set nGCD.bLuckGetsClassAttr             to  0       ; 0set nGCD.iForceBaseLuck                 to -1       ;-1set nGCD.iSkillMax                      to  100     ; 100set nGCD.bAbilitiesReduceSkillMax       to  1       ; 1set nGCD.iAttrMax                       to  120     ; 100set nGCD.iAttrCap                       to  120     ; 100set nGCD.bAbilitiesObeyAttrMax          to  1       ; 1set nGCD.iRacialAttributesOffset        to  0       ; 0set nGCD.fRacialAttributesRatio         to  1.0     ; 1.0set nGCD.iAttrMin                       to  -1       ; 0set nGCD.bAttrMinRaisesAttrMax          to  1       ; 0set nGCD.iRacialAttributesBaseValue     to  40      ; 40set nGCD.iRacialAttributesBaseLuck      to  50      ; 50set nGCD.fRacialAttrMaxRatio            to  2.0     ; 1.0


These two:
set nGCD.iRacialAttributesBaseValue     to  40      ; 40set nGCD.fRacialAttrMaxRatio            to  2.0     ; 1.0
would make the racial attributes cap at 80 and 120 for a "iAttrMax"/"iAttrCap" value of 100. For my 120, I would think I should add the "iRacialAttributesOffset" with a value of -20.

How can I make it allow attributes over 120 for fortify effects, but not for normal progression? By changing the "iAttrCap" to 200, right?

About these:
set nGCD.iAttrMin                       to  -1       ; 0set nGCD.bAttrMinRaisesAttrMax          to  1       ; 0
doesn't this mean that my "iAttrMax" value actually becomes 119?

Anyway, that's two, perhaps three changes I have to make to the above.

The questions about the Health, Magicka and Regeneration remain though.
Please, please, re-read the INI files for these two mods.

I...I did! There are a few things I didn't follow though and that's why I'm here. Besides, it was 4 am or something at the time. :)

Cheers!

cc
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SaVino GοΜ
 
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Post » Wed Oct 13, 2010 11:40 am

I kind of guessed you were tired out of your mind when you posted this, but I guess that is the same thing. I think you want to set abilities obey attribute cap to 0. Also, make sure you have Elys' Uncapper installed. Otherwise, everything is still capped at 100.
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Janine Rose
 
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Post » Wed Oct 13, 2010 10:32 pm

Six months again, whoops... :unsure: So many hobbies, so little time.

New forum skin. And it seems to have broken a few things. Bah.

OBSE v0018 finally left beta! Hooray! Did anything break? Was the console spam from array operations fixed at that end, or do I have some maintenance to do?

More to the point, can anyone give me a quick list of still-outstanding issues? :)

Edit: Addressing a couple of things from the previous page or so...

That missing mesh: I have no idea how you're seeing it. There should be no way for that token to enter the game world, unless you've got some mod that tosses an NPC's carried possessions about for some reason... and if so, that mod needs to detect and exclude unplayable items, because many many many other mods use tokens just like MagLite! That said, I usually copy a base object when making a token (meaning it would have a mesh), but I had just started using TES4Edit when I made MagLite so perhaps I did something different there... once I get everything installed again (Windows 7 now, crossing my fingers that it all works!) I'll check that out.

Lock Bash Omega does bash doors. But yeah, no effect on contained items. Interesting idea, though... Nethackesque. :)

crimson.cosmos: it looks like Tomlong did a solid job on that set of questions, at least enough to get the functional result you were looking for. The whole system is pretty damn complex and frankly I'm going to have to re-read it all myself before I'm certain I remember it all correctly, but if you're still curious on any points, ask away!
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Rowena
 
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Post » Wed Oct 13, 2010 12:40 pm

Welcome back! The most popular complaint seems to be the whole Progress not initialized thing, and did you ever figure out what was up with the skill progression being reset after receiving completing the chargen through the tutorial dungeon in the case that Immediate Chargen was used?
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Roddy
 
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Post » Wed Oct 13, 2010 8:37 am

Long time no see.

Well http://www.gamesas.com/index.php?/topic/1049541-relzwipz-tejons-thread-o-mods/page__view__findpost__p__15668725 is not an issue anymore and it seems that updating the beta on OBSE fixed it.
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Davorah Katz
 
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Post » Wed Oct 13, 2010 11:58 am

Could you move the Armorer mod and the Merc mod to the main progress page? I have not noticed a problem with them, but I have not played the game since...a number of months ago.
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Captian Caveman
 
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Post » Wed Oct 13, 2010 3:54 pm

Six months again, whoops... :unsure: So many hobbies, so little time.

New forum skin. And it seems to have broken a few things. Bah.

OBSE v0018 finally left beta! Hooray! Did anything break? Was the console spam from array operations fixed at that end, or do I have some maintenance to do?

More to the point, can anyone give me a quick list of still-outstanding issues? :)

Edit: Addressing a couple of things from the previous page or so...

That missing mesh: I have no idea how you're seeing it. There should be no way for that token to enter the game world, unless you've got some mod that tosses an NPC's carried possessions about for some reason... and if so, that mod needs to detect and exclude unplayable items, because many many many other mods use tokens just like MagLite! That said, I usually copy a base object when making a token (meaning it would have a mesh), but I had just started using TES4Edit when I made MagLite so perhaps I did something different there... once I get everything installed again (Windows 7 now, crossing my fingers that it all works!) I'll check that out.

Lock Bash Omega does bash doors. But yeah, no effect on contained items. Interesting idea, though... Nethackesque. :)

crimson.cosmos: it looks like Tomlong did a solid job on that set of questions, at least enough to get the functional result you were looking for. The whole system is pretty damn complex and frankly I'm going to have to re-read it all myself before I'm certain I remember it all correctly, but if you're still curious on any points, ask away!


Welcome back!
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FoReVeR_Me_N
 
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Post » Wed Oct 13, 2010 10:04 pm

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?

The conflict is not serious. WR simply overwrites script effect silencing changes with the vanilla record data. Using DP's mod or any other script effect silencer will put those changes back. If you want to make sure LAME's exact changes are made, just use TES4Edit to quickly create a new overriding plugin. That DP plugin only contains the one record doing just that.
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Cartoon
 
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Post » Wed Oct 13, 2010 6:57 am

Six months again, whoops... :unsure: So many hobbies, so little time.

:wavey: Heeey!

Welcome back!

No question for my part, since I haven't really had the time to play anyway.

It's really nice seeing you back though!

cc
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Louise
 
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Post » Wed Oct 13, 2010 10:09 pm

Welcome back! The most popular complaint seems to be the whole Progress not initialized thing, and did you ever figure out what was up with the skill progression being reset after receiving completing the chargen through the tutorial dungeon in the case that Immediate Chargen was used?

Right... Progress is missing the message right now. It does actually initialize, just doesn't tell you. (If it genuinely doesn't initialize, AFAIK this is always due to a borked installation.)

I'm certain I remember seeing skills reset after chargen in vanilla. Pretty sure this happens any time you change class at the final gate, irrelevant to mods. Refresh my memory, what's the exact behavior in question?

Well http://www.gamesas.com/index.php?/topic/1049541-relzwipz-tejons-thread-o-mods/page__view__findpost__p__15668725 is not an issue anymore and it seems that updating the beta on OBSE fixed it.

Hooray! That's what I was hoping to hear, and now I feel terribly guilty for not being of more use to Scruggs and Hippo in its resolution. :)

Could you move the Armorer mod and the Merc mod to the main progress page? I have not noticed a problem with them, but I have not played the game since...a number of months ago.

Err... which main Progress page? Are they missing from UESP?

WR simply overwrites script effect silencing changes with the vanilla record data.

Uh? It shouldn't! I've been silencing my scripts since long before Duke Patrick hit the scene. :) At one point I completely rebuilt WR though, and may well have forgotten to do that... and not noticed because one of my other mods re-fixed it. :P I'll double-check this to make sure.

If you use MagLite, by the way, you should load it last (just like Script Silencer) and NOT also use DP's mod. Nothing major, but I changed the Script Effect icon to something much more appealing and this will be overwritten by any other mod which changes that record.

Welcome back!
It's really nice seeing you back though!

Thanks. :) Hard to stay away for too long... I honestly love doing this. It just eats up SO MUCH TIME, and I love doing other things too! :spotted owl:

On that note, I'm very likely to put up a prominent donations button. I hope this isn't frowned upon; the occasional drop in the PayPal bucket would go a long way toward assuaging the gradually-looming sense that "I should be doing something more productive with my time." Frankly I feel like this is the place where I'm MOST productive, but the landlord and utility companies vehemently disagree...
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Stace
 
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Post » Wed Oct 13, 2010 10:52 am

Right... Progress is missing the message right now. It does actually initialize, just doesn't tell you. (If it genuinely doesn't initialize, AFAIK this is always due to a borked installation.)

I'm certain I remember seeing skills reset after chargen in vanilla. Pretty sure this happens any time you change class at the final gate, irrelevant to mods. Refresh my memory, what's the exact behavior in question?


Hooray! That's what I was hoping to hear, and now I feel terribly guilty for not being of more use to Scruggs and Hippo in its resolution. :)


Err... which main Progress page? Are they missing from UESP?


Uh? It shouldn't! I've been silencing my scripts since long before Duke Patrick hit the scene. :) At one point I completely rebuilt WR though, and may well have forgotten to do that... and not noticed because one of my other mods re-fixed it. :P I'll double-check this to make sure.

If you use MagLite, by the way, you should load it last (just like Script Silencer) and NOT also use DP's mod. Nothing major, but I changed the Script Effect icon to something much more appealing and this will be overwritten by any other mod which changes that record.


Thanks. :) Hard to stay away for too long... I honestly love doing this. It just eats up SO MUCH TIME, and I love doing other things too! :spotted owl:

On that note, I'm very likely to put up a prominent donations button. I hope this isn't frowned upon; the occasional drop in the PayPal bucket would go a long way toward assuaging the gradually-looming sense that "I should be doing something more productive with my time." Frankly I feel like this is the place where I'm MOST productive, but the landlord and utility companies vehemently disagree...

1. As far as I know, Progress works as long as users install the right version of OBSE. I have not heard of any standing issues with it.

2. I think you might be right about the chargen thing, but it still hurts to lose all of that progress. That is why I stopped using the immediate chargen mod.

3. More people may notice the merc and armor mods if you put them on the http://www.tesnexus.com/downloads/file.php?id=14304. I can find them easily enough, but it might be more convenient having them there.

4. I was surprised to see that WR did that too, as it is the only magic overhaul-ish mod that has those settings. One of my SM plugins takes care of it, or I just edit WR with Supreme Magicka's changes with TES4Edit.
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Adam Porter
 
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Post » Wed Oct 13, 2010 8:02 am

I think you might be right about the chargen thing, but it still hurts to lose all of that progress. That is why I stopped using the immediate chargen mod.

Yeah, by the time Baurus pops the question you must have fought at least six enemies. :cry:

tejon - great to see you active again :twirl: :wave:
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electro_fantics
 
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Post » Wed Oct 13, 2010 6:51 am

What's this; your fifth hiatus ? :wave:
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Victoria Bartel
 
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Post » Wed Oct 13, 2010 8:57 am

My PC is a (slightly modified) RBP Hidden Elf, cut me some slack here...Those points count...:(

@Tejon: I though you came up with and idea for a fix for that script before you went poof.
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JaNnatul Naimah
 
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Post » Wed Oct 13, 2010 7:27 am

I've put up survey/feedback threads for http://www.gamesas.com/index.php?/topic/1088437-survey-birthsigns-expanded/ and http://www.gamesas.com/index.php?/topic/1088438-survey-tejons-racial-adjustment-package-trap/. Anything you particularly like or dislike about either of those mods? Please let me know!

What's this; your fifth hiatus ? :wave:

Something like that. Of course I've been doing this since Morrowind, so I think that's more time on than off. :)

@Tejon: I though you came up with and idea for a fix for that script before you went poof.

You may be right, but damned if I remember what it might have been! Previous hasn't been purged yet, though... when I find the time to wade through it, I'll see if anything jogs my memory.
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Carlitos Avila
 
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Post » Wed Oct 13, 2010 8:37 pm

...cool by me, welcome back again! :D
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asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Wed Oct 13, 2010 8:22 am

Welcome back!

As far as unresolved issues go, there's my old conundrum concerning Baurus' pal Glen_____, who gets overencumbered when I had Maglite loaded. There was at least one other user reporting the same behavior, and a comparison of load orders was not illuminating (at least to me). The details might be in the last thread (if it hasn't been purged) or in a pm to you (if those haven't been purged.

Different modlist now, but still using several of yours. They're just so clever! :)

gothemasticator
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NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Wed Oct 13, 2010 10:16 pm

Hey, here are some nice snapback links again. :)

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=15224911 nGCD

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=15224913 Progress

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=15224917 Birthsigns Expanded

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=15224922 tej?n's Racial Adjustment Package (TRAP)

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=15224924 MagLite

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=14795413 Willful Resistance

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=14624474 Fizzle

Oh and nice to see you back again, although I admit I wasn't fully aware you had disappeared. :P

-kyoma
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cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Wed Oct 13, 2010 10:11 pm

welcome back! :)

one isse that iirc is still present in nGCD is a conflict with proximity based sneak penalties ( due to the way it drains sneak ) . ABO recently fixed that for realistic leveling, so you could ask him about it I guess ;)
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Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Wed Oct 13, 2010 9:44 am

welcome back! :)

one isse that iirc is still present in nGCD is a conflict with proximity based sneak penalties ( due to the way it drains sneak ) . ABO recently fixed that for realistic leveling, so you could ask him about it I guess ;)

I was completely unaware of this bug. That would be nice to have fixed...
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Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Wed Oct 13, 2010 11:26 am

one isse that iirc is still present in nGCD is a conflict with proximity based sneak penalties ( due to the way it drains sneak ) .

If it's the issue I think, it was fixed long ago. Anyone have details?
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Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

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