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

Post » Wed Oct 13, 2010 12:11 pm

that's why I said iirc ;) the issue is the same one as all mods that use a large drain skill effect for a short period of time, which tends to make leveling mods go crazy. if that's the one that was fixed long ago, I'm glad to be wrong and sorry to have caused alarm :D
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Patrick Gordon
 
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Post » Wed Oct 13, 2010 9:55 pm

that's why I said iirc ;) the issue is the same one as all mods that use a large drain skill effect for a short period of time, which tends to make leveling mods go crazy. if that's the one that was fixed long ago, I'm glad to be wrong and sorry to have caused alarm :D

Yeah, I believe that got addressed with the last pre-RC version. :)
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Jynx Anthropic
 
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Post » Wed Oct 13, 2010 8:51 am

Say... Goethe, could you check to see whether you still have the Glenroy issue with OBSE v0018-final?
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Jessica Lloyd
 
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Post » Wed Oct 13, 2010 4:10 pm

Say... Goethe, could you check to see whether you still have the Glenroy issue with OBSE v0018-final?
Miller professes that the issue should have disappeared with OBSE v18b6's fix for threading logic.
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lolli
 
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Post » Wed Oct 13, 2010 12:09 pm

Miller professes that the issue should have disappeared with OBSE v18b6's fix for threading logic.

Unfortunately, I'm in no position to test. Hours at work have doubled, studying on the side, more life causing things like being out of town on weekends... Wish I could help, but it ain't going to happen. I'll be lucky if I get a few hours of playing in between now and August.

Hey, at least I have a stable load order and no time on my hands to mess it up!

It's just good to see your badger face around again, Tejon.

gothemasticator
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Alyna
 
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Post » Wed Oct 13, 2010 11:19 pm

http://www.gamesas.com/index.php?/topic/1089029-relz-as-intended-boars-imps/

Whee! :D
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k a t e
 
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Post » Wed Oct 13, 2010 5:53 pm

Tejon, you write that your Range-Based Skill Progression mod keeps track of from how far you kill enemies to calculate marksmanship progress. I wonder if you could make a replacement for DistantMod based on that mechanism. The mod in question keeps 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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Rebecca Dosch
 
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Post » Wed Oct 13, 2010 10:30 pm

A question about Progress, is there any issues if i start using it with a character i'm already playing (currently level 7), or should i restart if i start using it?

nGCD has permamnent place in my load order, it's my favourite leveling mod, Progress sounds like it would be a nice addition too.
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Bonnie Clyde
 
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Post » Wed Oct 13, 2010 9:59 pm

A question about Progress, is there any issues if i start using it with a character i'm already playing (currently level 7), or should i restart if i start using it?

nGCD has permamnent place in my load order, it's my favourite leveling mod, Progress sounds like it would be a nice addition too.

Nope, add Progress whenever you want.
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Blaine
 
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Post » Wed Oct 13, 2010 9:35 am

Tejon, you write that your Range-Based Skill Progression mod keeps track of from how far you kill enemies to calculate marksmanship progress. I wonder if you could make a replacement for DistantMod based on that mechanism.

That particular code was written by Tekuromoto. While I understand how it works in principle, it's not mine and actually re-writing it for another mod would be a larger project than I want to start right now, especially since I'm not at all familiar with DistantMod. However, if the author of that mod is interested in doing the work, I'm pretty sure Tek wouldn't mind someone else reading the code and borrowing the technique!
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SiLa
 
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Post » Wed Oct 13, 2010 8:12 pm

Do you know if Progress might interfere with the way Galerion Unarmored Acrobatics works? (it has a script that increases acrobatics skill when you get hit) I've tried loading it before and after Progress with no luck.
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Chelsea Head
 
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Post » Wed Oct 13, 2010 1:42 pm

Progress should not. It only affects skill progression rates, a leveling mod, which controls the calculation of skills, would be the conflict to look into...
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Lori Joe
 
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Post » Thu Oct 14, 2010 1:04 am

I doubt there would be any conflict.

Are you waiting at least 5 seconds before testing it? Scripts don't start the moment you load the game, annoyingly enough.
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Devin Sluis
 
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Post » Wed Oct 13, 2010 2:07 pm

Hey Tejon, since your around I wanted to pipe in and say thanks, I'm playing a FCOM setup (no warcry, not a Diablo fan, honestly, its better this way) with TRAP, Fizzle, and Got No Class (but with Realistic Leveling and my own very slow skill rate setup). Hard as #@!% and just as slow, but extremely satisfying, and just the way I wanted to play. I was running Willful Resistence but had some problems I don't remember, so I had to deactivate. Anyway, big big kudos!


e
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Charles Mckinna
 
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Post » Wed Oct 13, 2010 3:45 pm

As far as I've heard, most of the issues with WR are were fixed in v4.1. You should try it out again.


Always happy to hear about the happy gaming experiences another Tejon mods fan!
- Tomlong75210
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Alyesha Neufeld
 
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Post » Wed Oct 13, 2010 11:13 pm

Issue resolved itself. I really have no clue how. Some assassin showed up when i was robbing the Anvil Mages guild and when he hit me, i gained acrobatics. Maybe the mud crabs didnt count as hits.
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Vicki Gunn
 
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Post » Wed Oct 13, 2010 9:26 pm

Always happy to hear about the happy gaming experiences another Tejon mods fan!

Me too! :D

Maybe the mud crabs didnt count as hits.

There might be a minimum-damage threshold?

And based on something discovered while using my scripts as a tutorial for crimson.cosmos -

http://www.tesnexus.com/downloads/file.php?id=26216
  • Corrected a potential save-bloat issue with khajiit script.
  • Khajiit Eye of Fear should always have the area = level.
  • Sugar ability for scaled khajiiit NPCs was at half strength.
  • Beast Tongue ability for scaled bosmer NPCs was one weaker than intended. (Do NPCs even use this?)
  • Play of Shadows ability will no longer infuriate bosmer players with horrid sound effects.
  • Several scripts use more descriptive variable names to reduce additional stupid errors on my part.

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yessenia hermosillo
 
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Post » Wed Oct 13, 2010 8:15 pm

Tejon, I was thinking that the problem is fixable because it does not occur when I do not use the immediate CharGen. Shouldn't there be away to make it function like it does "normally", finishing the char setup quest?
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Tamara Primo
 
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Post » Wed Oct 13, 2010 9:15 pm

Tejon, I was thinking that the problem is fixable because it does not occur when I do not use the immediate CharGen. Shouldn't there be away to make it function like it does "normally", finishing the char setup quest?

Now I'm totally confused. :P This happens at the sewer gate, right? The character setup flag doesn't clear until after you leave!
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Emma
 
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Post » Wed Oct 13, 2010 5:41 pm

BTW, Tejon, can you disable the spell on/off sound for bosmer's invisibility power?
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Anna Watts
 
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Post » Wed Oct 13, 2010 11:03 am

BTW, Tejon, can you disable the spell on/off sound for bosmer's invisibility power?

Whoops... actually, I did! Forgot to list it in the changes. :D
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CArlos BArrera
 
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Post » Wed Oct 13, 2010 11:17 am

Hey!

I was thinking what your plans for MagLite are :) Well, wondering more like it.

One question is if the Daedric Armor Summon thing is all heavy or if you kept the Vanilla armor types for that one.

Secondly, does it fix the Illusion skills not working for high level creatures? I'm not sure if there is another general mod that does that (like the UOP or something), because it's really an essential bit.

Do you plan on adding any new spells or do you want to keep to the Vanilla ones?

I kind of get the reasoning behind the way you've changed the spell to various schools. Light I think should have stayed in Illusion though - this way you're forcing Alteration as the only means of seeing stuff without a torch.

If you're willing to go into more depth, I recommend Daggerfall's Spell distribution http://www.uesp.net/wiki/Daggerfall:Magic_and_Spells. If you think that's too arcane (I admit I only skimmed through it so I'm not sure I completely agree with it), then may I suggest going for flexibility?
Vanilla had Drain Health in Destruction that made up for healing, while the rest of the school allows for damage. For Restoration, you had Absorb for damage, and the rest for healing. They took out "Sound" from Illusion for some reason, in Morrowind you had something to defend yourself with even if you went solely on that school. It's a matter of personal taste, I think. This is just my view on things.

Finally, would MagLite work with http://www.tesnexus.com/downloads/file.php?id=18072? And would you consider expanding your mod that way?

I know it's "Lite", but still :)

Cheers!

cc
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Ricky Rayner
 
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Post » Wed Oct 13, 2010 7:59 pm

I was thinking what your plans for MagLite are :) Well, wondering more like it.

Funny you should ask, because that's actually the focus of my attention right now!

Daedric Armor Summon

All heavy, and cheaper across the board: it's a better deal than a Shield spell, if you've got the skill. Also, after taking a peek at OMOBS, the next version will make them all quest items (i.e. un-droppable).

Secondly, does it fix the Illusion skills not working for high level creatures?

Very much so. :)

Do you plan on adding any new spells or do you want to keep to the Vanilla ones?

I've added a handful of spells. I've redesigned the starting spells mechanic to give up to 4 spells per school depending on your starting skill, and I had to add a few new low-level spells to accommodate this. Because of the cheaper armor summons, I added a full suit (minus shield). Also, I've disabled Open Lock from spellmaking; so there's a purchasable Open Very Hard Lock. (All spells are added to vendors with a script, so this won't conflict with anything.)

As a whole, I don't plan on adding new spells, or new effects. Sometimes something genuinely new is called for, but there's a lot to work with already, and wherever possible I want to focus on better without defaulting to more. For example, I've changed Fire, Frost and Lightning to have stronger distinctions in their tactical usage. (Mind you, the current state of Conjuration is quite a headache. I'm starting to understand the appeal of the "nature summon" line.)

Now, something I'm doing for the next version is a general power-boost for purchased spells. No pre-made spell will be autocalc'd; they'll all be a bit stronger than something you can make yourself, probably in the range of +10% to +25%. Since this basically means re-building every spell in the game, I might get a little more creative with a few of them. :D

Light I think should have stayed in Illusion though - this way you're forcing Alteration as the only means of seeing stuff without a torch.

...as opposed to Illusion being the only means of seeing stuff without a torch? ;) Illusion still has Night Eye, so now there are actually two schools with dark-place utility.

If you're willing to go into more depth, I recommend Daggerfall's Spell distribution

Daggerfall's scheme was an important influence, but the existence of Conjuration throws a wrench in the works!

Finally, would MagLite work with http://www.tesnexus.com/downloads/file.php?id=18072? And would you consider expanding your mod that way?

Probably, but I can't guarantee it without digging into that mod. Which I might do. The multiple-arrow enchanting looks brilliant, and scribing scrolls is something painfully absent from Oblivion. Other features scare me balance-wise, but are worth investigation.

Ha! Just noticed it's Toaster's work. I wonder how much I've stolen from him... :D

I know it's "Lite", but still :)

Yeah, about that... I'm strongly considering a name change. The implication really is wrong... while I'm not trying to expand the magic system, the ways in which I'm revising it are pretty drastic. Current top candidate is "Ars Gratia Artaeum," though I wonder if that's too doubly-obscure. :)
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Chase McAbee
 
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Post » Wed Oct 13, 2010 1:48 pm

Funny you should ask, because that's actually the focus of my attention right now!


All heavy, and cheaper across the board: it's a better deal than a Shield spell, if you've got the skill. Also, after taking a peek at OMOBS, the next version will make them all quest items (i.e. un-droppable).


Very much so. :)


I've added a handful of spells. I've redesigned the starting spells mechanic to give up to 4 spells per school depending on your starting skill, and I had to add a few new low-level spells to accommodate this. Because of the cheaper armor summons, I added a full suit (minus shield). Also, I've disabled Open Lock from spellmaking; so there's a purchasable Open Very Hard Lock. (All spells are added to vendors with a script, so this won't conflict with anything.)

Goody! I admit I never went the "Open Lock" route with any of my characters, it always seemed harder considering you could open any lock with a character with 10 security. But that's something for other mods. If you're adding the stuff with a script, does this mean it will work on mod added merchants as well, such as Tamriel Travellers?

As a whole, I don't plan on adding new spells, or new effects. Sometimes something genuinely new is called for, but there's a lot to work with already, and wherever possible I want to focus on better without defaulting to more. For example, I've changed Fire, Frost and Lightning to have stronger distinctions in their tactical usage. (Mind you, the current state of Conjuration is quite a headache. I'm starting to understand the appeal of the "nature summon" line.)

Again, you've caught me off guard. I never played a conjurer :P The closest I've been to a Mage was Alteration/Illusion/Restoration. Hopefully Mysticism now, that it's actually worth something. For new spells, I was thinking about the classical Mark/Recall, maybe a Detect Enchanment/Detect Creature/Detect Key, Slowfall, Sanctuary, Sleep perhaps (though it might be a sort of paralysis, unless you actually make the target sleepy and he goes looking for a bed - sounds like too much trouble, I think). Ah, and Sound :)

Now, something I'm doing for the next version is a general power-boost for purchased spells. No pre-made spell will be autocalc'd; they'll all be a bit stronger than something you can make yourself, probably in the range of +10% to +25%. Since this basically means re-building every spell in the game, I might get a little more creative with a few of them. :D

Go wild!

...as opposed to Illusion being the only means of seeing stuff without a torch? ;) Illusion still has Night Eye, so now there are actually two schools with dark-place utility.

Right! I need sleep. And I need to actually play the game so I'd know this stuff...

Probably, but I can't guarantee it without digging into that mod. Which I might do. The multiple-arrow enchanting looks brilliant, and scribing scrolls is something painfully absent from Oblivion. Other features scare me balance-wise, but are worth investigation.

Ha! Just noticed it's Toaster's work. I wonder how much I've stolen from him... :D

I really really want the scrolls bit, and the bit where you can make more powerful stuff if you add negative effects. Of course, the rest of it sounds awesome too!

Yeah, about that... I'm strongly considering a name change. The implication really is wrong... while I'm not trying to expand the magic system, the ways in which I'm revising it are pretty drastic. Current top candidate is "Ars Gratia Artaeum," though I wonder if that's too doubly-obscure. :)

Artaeum as in the Summerset Island? I like the name :) Heck, you've got a mod called Lock Bash Omega!

Don't be stingy with the details!

Cheers!

cc
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Eilidh Brian
 
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Post » Thu Oct 14, 2010 3:30 am

I've noticed you saying elsewhere you had a script for light-based automatic Nighteye on your TRAP Khajiit, which reminded me of the wonderful and yet unmatched Morrowind mod that gave the player a mild nightvision effect when sneaking (of variable stength, skill-based). Could you, perhaps, make an Oblivion version of it, given that you've already got the goods?
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Jonathan Egan
 
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