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

Post » Wed Oct 13, 2010 9:02 am


[Thanks Gothemasticator, but I didn't find what I wanted - or at least I'm confused eonough about how some of this works that I wasn't able to see if the problems being discussed were the same as mine.]

My first 4 questions above were confirmation questions - I think the answer to all of them is 'yes', but I'd like if someone else can confirm that.

I've tweaked things a bit and figured a bit more out, but this has led to a few more questions!:

Can 'finalSkillMult' be less than 1? I ask this because I reckon the curve I asked about in http://www.gamesas.com/bgsforums/index.php?showtopic=1049541&st=20&gopid=15250108&#entry15250108 can not be inverted, so I'm trying for a linear graph which decreases with skill-levels. The plan is to start off with a base 4x or 5x slowdown and finish with a 2x or 3x slowdown, but that depends on being able to have a 'finalSkillMult' of 0.45.

Also, I think I figured out part of the Speed problem; with nGCD enabled, you can't override Attributes with 'setav' or 'modav' - the mod calculates it on the fly from the appropriate skills, so you can't set it manually; skills are fine, but not Attributes - is that right?

Regarding the 'Progress Initialized' message; There is a line in the script for v2.2 which has that message, but I don't know enough about scripts to know if it's setup to display properly, but can someone tell me how to check if Progress is running, cause I'm not seeing the message.

Finally, a bit OT, I'd like to get people's opinions on global slowdown: The default Progress/nGCD settings and OOO/FCOM settings all make it exponentially harder to advance a skill as your skill improves, and the more I think about it, the less this makes sense, so I was hoping fans of this system might be able to explain why they like it.

With my current, very conservative setup (starting at 4.5x and ending at 2x), as my character approaches (theoretically) all skills at 100, it would take 2,500 uses of the fastest-advancing skill (i.e., Major + Speciality skill) to go from 95 to 100, and 5,000 uses to do the same for an unspecialised Minor skill. At a point like that in the game, say the Major Speciality skill is Marksman and you're using, as many people are, a mod/mods which make the game more static, so you're pretty much champion of the world and are likely to have completed a lot of quests and exploration, so one strike of your favourite, hard-won ultra-bow and uber-arrow is enough to take down a good three quarters of the enemies out there, plus the default setting doesn't even give you one full usage point for one strike (though range now alters that somewhat), it's going to take around 3,000 kills to advance Marksman by 5. And that's just one skill. If it was Athletics you'd have to be running continuously for 6.7 hours to make the same advance - no other game activity interrupting your running for 6.7 hours! It'd be 13.4 hours if it was a minor skill!

Now I know those examples are a bit disingenuous (unless you're max-out focused, in which case you're probably not using mods like this one) - so you're not likely to find yourself trying to get the Marksman master perk as a major specialty skill when all your other skills are almost or already at 100, but you see my point; my version at the moment does the opposite to what seems to be the norm, and I'm partly thinking 'am I missing something?!'. So if anyone feels like telling me what it is they like about the exponential rising system, I'd be very interested to read it (just please don't forget to answer any of my questions above if you know the answer! :D)
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Euan
 
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Post » Wed Oct 13, 2010 9:08 am

The effectfixes.esp standalone seems to cause a significant fps drop from 30 down to 15 for me. These specific limits are because I'm using the OstutterRemover with max/min 30/15. The effectfixes was determined by the mod elimination process, so its the only one that causes the slow down when added to the activation list. It could be an interaction with one or more other mods but its the triggering mod.
The performance hit is similar to the problem that willful resistance had before its fix.
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John Moore
 
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Post » Wed Oct 13, 2010 7:47 am

My first thought was to set it up so that level 200 would be like the old level 100, but there are a few problems there; the main one being that I'll end up getting the master perks for all skills, and fairly early in the game too, which I don't want.

I don't understand this how this would happen, please explain.
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Ann Church
 
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Post » Wed Oct 13, 2010 6:30 am

From the nGCD .ini:

; - AttrCap -
; nGCD will not set an attribute higher than this value. This does not affect
; any calculations, it only truncates any higher value. For instance, if you
; set AttrMax to 125
and AttrCap to 100, all the calculations will be done
; assuming a maximum value of 125, causing faster advancement
, but you still
; won't gain attributes over 100 due to the cap.

Ok, as I write this I'm thinking of a possible way around the problem I mentioned, but I'll explain what I meant anyway: As you can see from the bold section of the .ini quote, setting AttrMax higher causes faster advancement (you can ignore the 'AttrCap' stuff; I just left it in for fidelity). I think it means that, using nGCD and Progress together the way I was, all my skill usage was effectively counting double in order to get my attributes to 200, but because Oblivion gives the perks only for the level numbers 25, 50, 75 and 100, not percentages of the maximum, I would have got to 100 in half the time compared to setting AttrMax to 100.

However, I think that if you then used 'Progress' to effectively multiply the base slowdown by your AttrMax/100 (so 1.25 in the example from the .ini), it would normalise your advancement to your desired basic slowdown.

Using my example, If I want to use a general 2x basic slowdown (skillUseFactor to 0.5556), but I also want Attributes to go to 200 without leveling faster, I would set the general slowdown in Progress to 4x (0.8819), and AttrMax to 200 in nGCD.

I hope I've explained this well enough to be understood, especially seeing as I might be wrong! Don't forget that this involves the interaction between Progress and nGCD, so it's a bit tricky. That's why I would love it if someone who knows this stuff well (Tej?n?!) could jump in and respond to the questions I asked earlier...
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Kelsey Hall
 
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Post » Tue Oct 12, 2010 10:33 pm

From the nGCD .ini:
Ok, as I write this I'm thinking of a possible way around the problem I mentioned, but I'll explain what I meant anyway: As you can see from the bold section of the .ini quote, setting AttrMax higher causes faster advancement

I can see if you are trying to advance quickly its possible by putting in values that defeat the purpose of ngcd & progress. But then why bother with the mods. Obviously I don't see what the issue is.
Starting with slightly tweaked ngcd/progress ini's my characters never have maxed out in any skills. At level 23, one of my character's major skills are 90, 62, 88, 41, 86, 66, 47 and the minor skills have an average of 24. So I don't see maxing them all out any time soon.
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alyssa ALYSSA
 
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Post » Wed Oct 13, 2010 2:09 am

Well as I said previously:
My first thought was to set it up so that level 200 would be like the old level 100, but there are a few problems there; the main one being that I'll end up getting the master perks for all skills, and fairly early in the game too, which I don't want.

What I want to achieve is an overall slowdown with reducing severity, and to allow skills AND attributes to exceed 100 without overriding that slowdown. Apart from those, I love the silent advancement, the customisability of how skills influence attributes (I set up an Excel sheet to play around with this!), the range-, magicka- and speed-based progressions; loads of stuff! They're great mods, even if I did want to use them to sprint to 255 - which I don't!
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Kayleigh Mcneil
 
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Post » Wed Oct 13, 2010 10:33 am

I see there is a lot of discussion and inquiry going on here already, so I hate to be that guy who adds more in the midst of it, but my inquiry seems new. So, I use magicka, ranged, and speed based progression and enjoy them very much. However, I have a suggestion for an alternative to speed based progression - damage based progression. Not sure if this has been suggested before, so perhaps there are reasons this hasn't been done. The thing is, I play stealth characters who take advantage of hefty sneak attack bonuses. It requires skill and patience, but I can effectively make my way through many dungeons 1-2 shotting everything in it. However, because I do so much damage with so few strikes, and with a high speed weapon, I come out of that dungeon with like a 7% gain to my weapon skill. Similarly, as you progress and acquire better weaponry and hence make shorter work of enemies, the progression slows down a lot there also. I believe its the same idea behind magicka based progression; more bang for your buck, right? Speed based progression is great for balancing skill increases with how quickly you attack, but I think taking the damage into account would be a much more complete solution. Just a suggestion, and I thank you for all your work on these mods thus far.
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Danny Blight
 
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Post » Wed Oct 13, 2010 8:41 am

Just a suggestion _redruM_ but adjusting the difficulty slider as your levels increase and the game gets progressively easier is one way.
I've played FCOM at 85% - albeit with m?l?e classes - and there's no way with even sneak attack modifiers you can achieve one/two hit kills.
Then again I'm perhaps old fashioned and think the more you use a skill, then the more proficient at it you will become instead of gaining a lot of experience just from a "kill".
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LuCY sCoTT
 
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Post » Wed Oct 13, 2010 6:25 am

I see there is a lot of discussion and inquiry going on here already, so I hate to be that guy who adds more in the midst of it, but my inquiry seems new. So, I use magicka, ranged, and speed based progression and enjoy them very much. However, I have a suggestion for an alternative to speed based progression - damage based progression. Not sure if this has been suggested before, so perhaps there are reasons this hasn't been done. The thing is, I play stealth characters who take advantage of hefty sneak attack bonuses. It requires skill and patience, but I can effectively make my way through many dungeons 1-2 shotting everything in it. However, because I do so much damage with so few strikes, and with a high speed weapon, I come out of that dungeon with like a 7% gain to my weapon skill. Similarly, as you progress and acquire better weaponry and hence make shorter work of enemies, the progression slows down a lot there also. I believe its the same idea behind magicka based progression; more bang for your buck, right? Speed based progression is great for balancing skill increases with how quickly you attack, but I think taking the damage into account would be a much more complete solution. Just a suggestion, and I thank you for all your work on these mods thus far.

Isn't it possible in the ProgressSBSP.ini to change the values to where the faster weapons can have a faster skill increase?
This doesn't help with your overall request but would reduce the disadvantage of using faster weapons.
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Jade Payton
 
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Post » Wed Oct 13, 2010 5:15 am

Just a suggestion _redruM_ but adjusting the difficulty slider as your levels increase and the game gets progressively easier is one way.


True, but its a little immersion breaking and I would like something a little more 'pro-active'.

I've played FCOM at 85% - albeit with m?l?e classes - and there's no way with even sneak attack modifiers you can achieve one/two hit kills.


Yes, there certainly is. I play a heavily modded game, which includes damage formulas and sneak attack modifiers. I'm not talking 3x or 4x modifiers. I'm talking 16x and up.

Then again I'm perhaps old fashioned and think the more you use a skill, then the more proficient at it you will become instead of gaining a lot of experience just from a "kill".


Well I can certainly see where you're coming from, but I can argue it from a few different angles. On the philosophical front, practice will only make perfect if you practice perfectly; which you won't as long as you are unskilled. The more you refine your skills the easier will be your progression. Someone who skillfully dispatches an opponent with an expertly aimed strike will take more away from the experience than someone who swings their blade around wildly a dozen more times. On the practical front, as I said, its no fun to wipe out entire dungeons and watch your skill increase at a snail's pace. And for the purposes of this mod, I believe its no different in its intended application from MBSP which also rewards more gain for using skills which cost more, and thus have greater effect.


Isn't it possible in the ProgressSBSP.ini to change the values to where the faster weapons can have a faster skill increase?
This doesn't help with your overall request but would reduce the disadvantage of using faster weapons.


Yes, and as I said I already do that. Actually, the opposite; slower weapons have the faster increase. You are right, though, its the damage I'm more concerned with.
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Facebook me
 
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Post » Tue Oct 12, 2010 10:24 pm

Well I can certainly see where you're coming from, but I can argue it from a few different angles. On the philosophical front, practice will only make perfect if you practice perfectly; which you won't as long as you are unskilled. The more you refine your skills the easier will be your progression. Someone who skillfully dispatches an opponent with an expertly aimed strike will take more away from the experience than someone who swings their blade around wildly a dozen more times. On the practical front, as I said, its no fun to wipe out entire dungeons and watch your skill increase at a snail's pace. And for the purposes of this mod, I believe its no different in its intended application from MBSP which also rewards more gain for using skills which cost more, and thus have greater effect.

I'll admit up front I don't have anything helpful to say about your mod questions. However,

From the standpoint of realism, your description above just doesn't match reality. Strange as it may seem, you actually do learn more and learn faster from mistakes than from successes. In fact, the people who are best at what they do do not get better by just doing the same thing. Progress at high skill levels is made by shaking things up, trying something different--and making mistakes again. Beginners improve faster than experts--even beginners who will never reach the same skill level as the masters'. Masters hardly improve at all... unless they start experimenting, unless they become like beginners again.

gothemasticator
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Kevin Jay
 
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Post » Wed Oct 13, 2010 4:09 am

I'll admit up front I don't have anything helpful to say about your mod questions. However,

From the standpoint of realism, your description above just doesn't match reality. Strange as it may seem, you actually do learn more and learn faster from mistakes than from successes. In fact, the people who are best at what they do do not get better by just doing the same thing. Progress at high skill levels is made by shaking things up, trying something different--and making mistakes again. Beginners improve faster than experts--even beginners who will never reach the same skill level as the masters'. Masters hardly improve at all... unless they start experimenting, unless they become like beginners again.

gothemasticator


I do understand what you're saying, but I don't believe its entirely accurate. Having been involved in body building for over 10 years and martial arts for over 6, I feel I have a decent amount of experience in this. What you describe is something we call the 'plateau effect', where you will become conditioned to doing the same thing and thus will experience diminishing gains from it. This is true. However, there are a few key points. First of all, the beginning is always the most difficult hump to get over. Whether the task is physical or mental, I've seen people throwing up on their first day of training, and don't come back for over a week. Mental tasks people sometimes get lost in and hit a lot of blocks they can't seem to understand. Eventually, the body or the mind gets a little more conditioned and these blocks happen less often, thus speeding the rate of improvement. The trick is to not let yourself plateau as I described. You can switch things up and try new things, but the important thing is to do them right. Technique is more important than repetition. 100 excellently executed strikes are more beneficial than 1000 poor ones. If we really want to dig into realistic scenarios, the second option will do little more than seriously fatigue your shoulders and cause them to wear down with injuries pretty quickly. And yes, of course it is important to make mistakes, but more important to really understand why they happened and how to prevent them. Mistakes will only be more beneficial than successes if they result in successes.

Anyway, regardless of whether we all agree on the semantics of realism, I think it would be a great addition.
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Evaa
 
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Post » Tue Oct 12, 2010 11:04 pm

I got a problem with ngcd

i get constant spamming messges in the console ... like this , I wrote down details :


ngcd.esp error , unknown command let in script 8500db4e
ngcd.esp error , unknown command (unkown) in script 8500db4e


using te lastest obsse and ngcd


heres my L/o

Active Mod Files:00  Oblivion.esm01  Windfall.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.3]0A  Artifacts.esm0B  Progress.esm  [Version 2.2]0C  Toaster Says Share v3.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.0]0E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.05]12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Quests-SI only.esp16  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Fran Armor Add-on.esp19  Fran_Lv30Item_Maltz.esp1A  Ayleid Loot EXtension.esp1B  Damsels In Distress.esp1C  EmptyHouses_v1.0.esp1D  Kanthan Estate Empty.esp++  Item interchange - Extraction.esp  [Version 0.77]1E  RAEVWD Cities.esp  [Version 1.4]1F  RAEVWD New Sheoth.esp  [Version 1.5]20  RAEVWD Imperial City.esp  [Version 1.4]21  Skillbookssave.esp22  Enhanced Economy.esp  [Version 2.1.2]23  Immersive Travelers.esp24  Map Marker Overhaul.esp  [Version 2.3]25  Map Marker Overhaul - SI additions.esp  [Version 1.0]26  Ayelid Wells.esp27  DLCHorseArmor.esp28  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]29  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]2A  DLCOrrery.esp2B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2C  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2D  DLCVileLair.esp2E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]2F  DLCMehrunesRazor.esp30  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]31  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]32  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  ArtifactsFemaleArmor.esp++  Cane of Sheogorath.esp33  Reznod_Mannequin_HD[Eng].esp**  Armamentium female.esp34  DLCThievesDen.esp35  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]36  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]37  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]38  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]39  Slof's Oblivion Robe Trader.esp3A  Cobl Glue.esp  [Version 1.72]3B  Cobl Si.esp  [Version 1.63]3C  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3D  Bob's Armory Oblivion.esp3E  FCOM_BobsArmory.esp  [Version 0.9.9]3F  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]40  Oblivion WarCry EV.esp41  FCOM_WarCry.esp  [Version 0.9.9MB3]42  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp43  ArmamentariumArtifacts.esp  [Version 1.3]44  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]45  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]46  FCOM_RealSwords.esp  [Version 0.9.9]47  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]48  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]4F  TamrielTravellers4OOO.esp  [Version 1.39c]50  TamrielTravellersItemsNPC.esp  [Version 1.39c]51  TamrielTravellersItemsCobl.esp  [Version 1.39c]52  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]53  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]54  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  Fransfemale.esp55  Full Harvest.esp  [Version 1.0]++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp56  Ivellon.esp  [Version 1.8]57  Amajor7 Imperial Furniture.esp58  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]59  eyja.esp5A  Jagnot- Imperial City Library V1.3.esp5B  GlenvarCastle.esp5C  DBContinuedBeta 0.7.esp5D  The Ayleid Steps.esp  [Version 2.6.1]5E  VaultsofCyrodiil.esp5F  Windfall.esp60  Cyrodiil Travel Services.esp  [Version 1.3]61  za_bankmod.esp62  DLCBattlehornCastle.esp63  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]64  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]65  DLCFrostcrag.esp66  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]67  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]68  Knights.esp69  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]6A  The Lost Spires.esp6B  Blood&Mud.esp6C  Origin of the Mages Guild.esp  [Version 5.1]6D  MannimarcoRevisited.esp6E  MannimarcoRevisitedOOO.esp  [Version 0.1]6F  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]70  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]71  AutoBookPlacer.esp72  Cliff_BetterLetters.esp  [Version 1.1]73  EVE_ShiveringIslesEasterEggs.esp74  gardening.esp75  RTSWelkyndClstrTreasure.esp  [Version 2.0]76  Quest Award Leveller.esp  [Version 2.0.1]77  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]78  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]79  Alternative Start by Robert Evrae.esp7A  TFE.esp7B  Roughing It.esp7C  Disenchant.esp7D  SetEssentialActors.esp7E  SupremeMagicka.esp  [Version 0.89]7F  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp80  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]81  Syc_AtHomeAlchemy.esp82  Essence Extracter.esp83  Lightweight Potions.esp  [Version 1.1]84  No psychic guards v1.2.esp85  nGCD.esp86  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp87  ProgressGSD.esp  [Version 2.0]88  ProgressArmorer.esp  [Version 1.0]89  ProgressMercantile.esp  [Version 1.11]8A  Legendary Abilities-Shield MOJ.esp8B  More Poisened Food!0.3.esp8C  Grandmaster of Alchemy.esp++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Item interchange - Placement for Frostcrag.esp  [Version 0.77]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.77]8D  Toaster Says Share Faction Recruitment.esp8E  Willful Resistance.esp  [Version 4.0]++  EVE_KhajiitFix.esp++  Real Lava 1.3.esp++  X-Ray Detect.esp8F  Blue_Lagoon_Water-2032.esp90  Bashed Patch, 0.esp

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Solina971
 
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Post » Wed Oct 13, 2010 1:22 am

I got a problem with ngcd
i get constant spamming messges in the console ... like this , I wrote down details :
ngcd.esp error , unknown command let in script 8500db4e
ngcd.esp error , unknown command (unkown) in script 8500db4e
using te lastest obsse and ngcd
heres my L/o

Does the spam start imediately after loading or some time later?
Does this happen with different saves? Have you tried a new test game?
This looks different from the obse issue with arrays, but may be related.
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Juanita Hernandez
 
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Post » Wed Oct 13, 2010 4:17 am

it happens a little while into the game ... not right away
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George PUluse
 
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Joined: Fri Sep 28, 2007 11:20 pm

Post » Wed Oct 13, 2010 9:23 am

I've been having problems using Pure Immersion with Realism mods by Kuertee, ABO, et al. Abo suggested I move to either Realistic Leveling or nGCD. Having tried RL I wanted something different, so here I am at nGCD's doorstep.

the ini though is daunting - even moreso than Progress' ini.

question 1
I use Elsy Uncapper and want my attributes to be able to reach to 200, so are there any other ini settings I should change other than the first two:
set nGCD.iSkillMax to 200
set nGCD.bAbilitiesReduceSkillMax to 0

question 2
My character was level 16 Nord with a monstrous strength of 140 (also use RBP) I did a clean save after removing Pure Immersion. Then installed this and now he is level 21 and his strength reduced to 68. I don't want him to be level 21, what ini settings control that? (I added Realistic Leveling as a test to see what it would calculate and it gave me level of 18 that seems more kosher). [edit - ok so those two settings in question 1 brought my level down to 19 so that is better, I'd prefer a few levels lower though]
I think strength should be higher at least in the 90s. Losing over half the strength points really is putting a dent in my characters style.

question 3
If I use Progress is there anything I should set or turn off in nGCD?
I have progress set to x3 slower.

question 4
One of the things I liked about PI was that I could set which skills went to what attributes - can this do that? [edit - oh wait I found the skillspread ini ... still maybe a few pointers would help]

question 5
Luck management - so even with these settings Luck was at 50:
set nGCD.bManageLuck to 1 ; 1
set nGCD.bLuckAlwaysIncreases to 0 ; 0
set nGCD.bLuckGetsClassAttr to 0 ; 0
set nGCD.iForceBaseLuck to -1 ;-1

it was at 72 with PI managing luck via attributes (also had a choice for fame to do it) - is there anything similar with nGCD - what determines luck advancement (if anything)?
and thanks in advance for any help
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Claire Vaux
 
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Post » Wed Oct 13, 2010 9:54 am

Psymon,

Have you read through http://www.gamesas.com/bgsforums/index.php?showtopic=952805&st=48? The link takes you to a wonderfully helpful post by Shikishima, and the rest of the thread is worth reading through, also.

Lots of info on Progress+nGCD and on various settings withing both mods.

gothemasticator
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lillian luna
 
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Joined: Thu Aug 31, 2006 9:43 pm

Post » Wed Oct 13, 2010 7:23 am

Actually that post mostly discusses Progress and I remember studying that post back when I first started using Progress.

I did find a couple more posts that were more helpful in later threads (yeah I just read 6 tejon threads):
http://www.gamesas.com/bgsforums/index.php?showtopic=987627&view=findpost&p=14360689
then another one later that I only copied the post not link.
Then read on how the latest version of nGCD actually handles most of the previous problems posted in those 6 threads.

This is the most complicated 'natural grow' leveling mod there is. Pure Immersion had many of the same settings it seemed tome (or very similar) but it was handled through in game menus and you could tweak things while playing.

Still I guess I will roll with the drop of 60 strength and 10-20 attribute points across the board in hopes that this will ease some of the woes in using realism mods that came with PI.

And keep studying these ini settings. A lot to learn, not really a plug and play things like RL is at all. This would really benefit from an OMOD script (yeah I know I'm the last you'd expect to hear that from) with preset settings such as Class or Race being dominant determinants, Skill to attribute settings, Uncapper settings, all real generic so that it at least starts a person off. Kind of like Abo does for Realistic Fatigue.

thanks though
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meg knight
 
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Joined: Wed Nov 29, 2006 4:20 am

Post » Wed Oct 13, 2010 11:44 am

Can't believe it is taking this long to learn nGCD.

So as per my possibly misplaced questions here: http://www.gamesas.com/bgsforums/index.php?showtopic=1026623&view=findpost&p=15309463

I was under the imporession that if I set these to 0 that nGCD would leave them alone:
set nGCD.bManageMagicka to 0 ; 1
set nGCD.bManageRegen to 0 ; 1

Is that not the case?

I'm also using RBP and I want that RBP magicka and magicka regen. Setting those to 0 and after casting my -half of what RBP would give me- magicka pool by spamming spell - there is no magicka regen at all. It seems stuck.
No not atronach sign character has ritual sign.
Is there something else I'm missing.

In the meantime it looks as though loading nGCD prior to RBP fixes that issue - even though that is not BOSS order.

thanks in advance
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FITTAS
 
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Post » Wed Oct 13, 2010 7:51 am

I was under the imporession that if I set these to 0 that nGCD would leave them alone:
set nGCD.bManageMagicka to 0 ; 1
set nGCD.bManageRegen to 0 ; 1

Is that not the case?

That should be it, maybe also turn off:
set nGCD.bRegenDuringSleep to 0
set nGCD.bRegenDuringWait to 0
But with bManageRegen 0, I would think that the rest of the regen routine wouldn't be run.
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Tom
 
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Post » Wed Oct 13, 2010 5:38 am

No that didn't do it. actually they all already were set to 0.

But having nGCD load prior to RBP seemed to give the desired effect - my character has Magicka to spare - needed now that he has lost so many stats.

I'm just curious if there is other detrimental effects to that load order?

'Imporession' - interesting word. Very pho-net-ic
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Jynx Anthropic
 
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Joined: Fri Sep 08, 2006 9:36 pm

Post » Wed Oct 13, 2010 6:38 am

Nyuts, looks like tejon's vanished again. :rolleyes: Hopefully it's just a temporary thing!

Anyway, I've noticed I'm getting console spam related to nGCD. I'm running obse v18b5 for what that's worth.

Error in script cf00db4eInvalid array access - expected string index, received numeric    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script cf00db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script cf00db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script cf00db4eInvalid array access - expected string index, received numeric    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script cf00db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script cf00db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script cf00db4eInvalid array access - expected string index, received numeric    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script cf00db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script cf00db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script cf00db4eInvalid array access - expected string index, received numeric    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script cf00db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script cf00db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script cf00db4eInvalid array access - expected string index, received numeric    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script cf00db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)


This goes on to considerable length (the Conscribe log is *big*), but appears to just be much the same information as this, repeated.

Is this helpful? Would the rest of the console log be helpful?

Vac
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Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Wed Oct 13, 2010 4:04 am

Nyuts, looks like tejon's vanished again. :rolleyes: Hopefully it's just a temporary thing!
Anyway, I've noticed I'm getting console spam related to nGCD. I'm running obse v18b5 for what that's worth.
Error in script cf00db4e
Invalid array access - expected string index, received numeric
File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)
Vac


@Vacuity

I had your problem with obse18v4 and ngcdrc5, but after installing obsev18b5 and ngcdRC6 I haven't.
Wish I had advice for you, but I don't even have the script offsets that you show.

Not that this is relevant to your problem, but as a reminder flag if help does arrive.
I'm still having problems with effectfixes.esp taking my FPS from 30 down to 15.
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LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Tue Oct 12, 2010 11:32 pm

Hmm, well, a fix was actually exceedingly simple: I just uninstalled nGCD according to the uninstallation instructions, made a clean save and then reinstalled nGCD. Problem/Spamming fixed again.

Wierd, I wonder what caused it?

Vac
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Bitter End
 
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Joined: Fri Sep 08, 2006 11:40 am

Post » Wed Oct 13, 2010 2:54 am

Is progress compatible with 'enhanced mercantile progress'? And if it is, is it advised to use both?
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Leilene Nessel
 
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