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

Post » Wed Oct 13, 2010 11:02 am

Regarding the TRAP mod that gives Bosmer a racial ability to turn invisible when they are stealthed, unseen, and unmoving, it gets annoying because it uses the standard Invisibility visual effect (green smoke and sound effect) every time it turns on and off. Is there some way to disable just this particular visual/sound effect (but not the actual invisibility ability), or perhaps just the sound effects for Invisibility in general, or something? It happens way too often.

Thanks.
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Danel
 
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Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Oct 13, 2010 1:58 am

I use Progress and after installing Supreme Magica, LAME and RBP I noticed my magic skills increase very fast. Any advice how to configure progress.ini to play nicely with these mods? At the moment I use default ini. Thanks
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Monika Fiolek
 
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Post » Wed Oct 13, 2010 11:13 am

I use Progress and after installing Supreme Magica, LAME and RBP I noticed my magic skills increase very fast. Any advice how to configure progress.ini to play nicely with these mods? At the moment I use default ini. Thanks


If you still want default Progress settings the the easiest way is to open the ini file and alter some of the individual skills.
An example would be set Progress.fSkillDestructionHit to 5.2 Reducing to 4.5 would reduce the rate of growth, increasing to 6.0 the opposite.
Just alter any of the rates to suit.
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Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Wed Oct 13, 2010 7:00 am

Regarding the TRAP mod that gives Bosmer a racial ability to turn invisible when they are stealthed, unseen, and unmoving, it gets annoying because it uses the standard Invisibility visual effect (green smoke and sound effect) every time it turns on and off. Is there some way to disable just this particular visual/sound effect (but not the actual invisibility ability), or perhaps just the sound effects for Invisibility in general, or something? It happens way too often.

Thanks.


Not as far as I'm aware.
Removing vanilla effects would involve significant scripting changes to the mod, and with tejon currently on his yearly hiatus it's possibly something that wont be addressed soon.
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Dale Johnson
 
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Post » Wed Oct 13, 2010 3:55 pm

If you still want default Progress settings the the easiest way is to open the ini file and alter some of the individual skills.
An example would be set Progress.fSkillDestructionHit to 5.2 Reducing to 4.5 would reduce the rate of growth, increasing to 6.0 the opposite.
Just alter any of the rates to suit.


Thanks Shikishima for replay. I realise that lower values means lower rate of growth. I wondering if someone use progress together with Supreme Magica, LAME, RBP and could to give me hints what exact values they are using. Otherwise I will try to adjust progress.ini myself to keep magic skills in balance with others. But it is going to be a bit of hit and miss im afraid.
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Natalie Harvey
 
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Post » Wed Oct 13, 2010 6:10 am

Not as far as I'm aware.
Removing vanilla effects would involve significant scripting changes to the mod, and with tejon currently on his yearly hiatus it's possibly something that wont be addressed soon.


Thanks. I've turned down the Effects volume, so that at least helps with the noise. :)
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Luna Lovegood
 
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Post » Wed Oct 13, 2010 4:20 am

I installed the Progress: Mercantile mod because it sounded like it would help improve my Mercantile advancement, but after selling quite a bit of stuff (1000s of gold), my Mercantile has only gone up 1 point from 30 to 31. Does anyone know if this mod slows down advancement from Oblivion? I was under the impression that it factored the amount of gold instead of the number of transactions, but that didn't immediately suggest to me that it would slow down the rate.

Thanks.
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Dale Johnson
 
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Post » Wed Oct 13, 2010 11:59 am

I installed the Progress: Mercantile mod because it sounded like it would help improve my Mercantile advancement, but after selling quite a bit of stuff (1000s of gold), my Mercantile has only gone up 1 point from 30 to 31. Does anyone know if this mod slows down advancement from Oblivion? I was under the impression that it factored the amount of gold instead of the number of transactions, but that didn't immediately suggest to me that it would slow down the rate.

Thanks.

Are you using any economy mods? Like, Living Economy or Enhanced Economy?

edit: Have you tried editing the ProgressMercantile.ini?
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Lauren Graves
 
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Post » Wed Oct 13, 2010 5:39 am

Are you using any economy mods? Like, Living Economy or Enhanced Economy?

edit: Have you tried editing the ProgressMercantile.ini?


No to both of those questions. I'm not sure how to edit the ProgressMercantile file because I don't understand the options, even after reading the descriptions. But do you know in general if it slows down the rate of progression? That's all I'm wondering about, because it definitely seems like it does. I'm tempted to boost the rate in my default Progress.ini file just to catch up. I know by now I should have gained much more than 1 point.
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Sarah Kim
 
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Joined: Tue Aug 29, 2006 2:24 pm

Post » Wed Oct 13, 2010 3:36 am

No to both of those questions. I'm not sure how to edit the ProgressMercantile file because I don't understand the options, even after reading the descriptions. But do you know in general if it slows down the rate of progression? That's all I'm wondering about, because it definitely seems like it does. I'm tempted to boost the rate in my default Progress.ini file just to catch up. I know by now I should have gained much more than 1 point.

Sorry, don't have any experience with progressmercantile.
I was looking for a conflict with an economy mod, in which case adjusting the economy mods values or to turn off its overlapping function.
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Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Wed Oct 13, 2010 3:42 pm

Seems as though Tejon is long gone, but I seem to be having an issue with nGCD and have shopped this around to a few people more knowledgeable than myself.

This is the error log I'm getting:
Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x00000527 Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000058C Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x0000059E Command:  (0x7361)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eOperator [ failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005D6 Command: Let (0x1765)Error in script d600db4eAn expression failed to evaluate to a valid result    File: nGCD.esp Offset: 0x000005E6 Command:  (0x6F4D)Error in script d600db4eInvalid array access - the array was not initialized.    File: nGCD.esp Offset: 0x00000512 Command: Let (0x1765)Error in script d600db4e
This error happens when I either remove http://www.gamesas.com/bgsforums/index.php?showtopic=1074534 or add it back in for updating. Duke's new mod does adjust the marksman skill dynamically, but not while at rest (if I understand that correctly) the error does not happen once the the archery mod has been initialized and is likely to only happen on uninstall of that mod or if I re-enable the mod then save the next time I load that save the error will occur. It does not happen every time and about once in 4-5 times it does not happen, so I was hesitant to say outright that it was a mod conflict.

Once the error appears once it throws off level (and possibly skill levels too) and spams the console continuously and does not go away.

I looked up in tes4edit is nGCDPlayerScript [SCPT:##00DB4E] and I have no idea what that means as I'm a computer science drop out and failed C programing - so scripts intimidate me. I did look the script up in the CS and it is included below:
ScN nGCDPlayerScriptfloat fQuestDelayTimeshort HasClassfloat LevelPoolfloat LevelPoolMaxfloat BaseOffsetfloat Offsetshort Levelfloat LevelProgressfloat Regenshort Recalcshort indexref thingfloat valuefloat temparray_var ActorValuearray_var Previousarray_var eachshort specMinshort specMaxfloat RacialAttrOffsetfloat RacialLuckOffsetlong FortifyAttributelong DrainAttributelong FortifySkilllong DrainSkilllong FortifyHealthlong DrainHealthlong FortifyMagickalong DrainMagickabegin GameMode    if (GetGameLoaded)        let fQuestDelayTime := 0.001        let nGCD.BOOT := 1        RETURN    elseif (nGCD.STOP) || (nGCD.CLEAN) || (nGCD.BOOT) || eval !(nGCD.Influence)        RETURN    endif    ;    Set up magic effect codes    if eval !(FortifyAttribute)        let FortifyAttribute := GetMagicEffectCode FOAT        let DrainAttribute := GetMagicEffectCode DRAT        let FortifySkill := GetMagicEffectCode FOSK        let DrainSkill := GetMagicEffectCode DRSK        let FortifyHealth := GetMagicEffectCode FOHE        let DrainHealth := GetMagicEffectCode DRHE        let FortifyMagicka := GetMagicEffectCode FOSP        let DrainMagicka := GetMagicEffectCode DRSP    endif    ;    Set up primary array    if eval !(ActorValue)        let ActorValue := ar_Construct Array        let index := 0        While (index < 33)            let ActorValue[index] := ar_Construct StringMap            if (index < 8)                let ActorValue[index]["GameActual"] := 0            else                let ActorValue[index]["GameBase"] := 0            endif                       let index += 1        Loop    endif    ;    Set up previous-frame array (for optimization)    if eval !(Previous)        let Previous := ar_Construct Array        let index := 0        while (index < 33)            let Previous[index] := -1        let index += 1        Loop        message "nGCD Activated"    endif    ;    Flag recalc only if pertinent changes are discovered.    ;    Populated with ASSERT so no further code needed if ASSERT != 0.    let Recalc := nGCD.ASSERT    if (player.GetClass == CharactergenClass)        let HasClass := 0    else        let HasClass := 1    endif    let index := 0    While (index < 33)    let each := ActorValue[index]        if (index < 8)            let value := player.GetActorValueC index            if eval (value != Previous[index])                let Recalc := 1            endif            let each["GameActual"] := value            let Previous[index] := value            if (HasClass)                let each["Class"] := (player.IsClassAttributeC index)            else                let each["Class"] := 0                let each["Spec"] := 0            endif        else            let value := player.GetBaseActorValueC index            if eval (value != Previous[index])                let Recalc := 1            endif            let each["GameBase"] := value            let Previous[index] := value        endif        if (index < 12)            let each["Pool"] := 0        else            if (HasClass)                let each["Class"] := (player.IsClassSkillC index)            else                let each["Class"] := 0            endif        endif        let each["Mod"] := 0    let index += 1    Loop    if (Recalc == 0)        RETURN    endif    ;    Reset accumulators.    let LevelPool := 0    let LevelPoolMax := 0    let BaseOffset := 0 - nGCD.iSkillLevelDivisor    ;    Gather magic effect modifiers    ForEach each <- player.GetSpells        let thing := each["Value"]        if (GetSpellType thing) == 4            let index := GetMagicItemEffectCount thing            While (index > 0)            let index -= 1                let value := GetNthEIMagnitude thing index                if (value =http://forums.bethsoft.com/index.php?/topic/1049541-relzwipz-tejons-thread-o-mods/= 0)                    CONTINUE                endif                let temp := GetNthEICode thing index                if (temp == FortifyAttribute) || (temp == FortifySkill)                    let temp := GetNthEffectItemActorValue thing index                    let ActorValue[temp]["Mod"] += value                elseif (temp == DrainAttribute) || (temp == DrainSkill)                    let temp := GetNthEffectItemActorValue thing index                    let ActorValue[temp]["Mod"] -= value                elseif (temp == FortifyHealth)                    let ActorValue[8]["Mod"] += value                elseif (temp == DrainHealth)                    let ActorValue[8]["Mod"] -= value                elseif (temp == FortifyMagicka)                    let ActorValue[9]["Mod"] += value                elseif (temp == DrainMagicka)                    let ActorValue[9]["Mod"] -= value                endif            Loop        endif    Loop    ;    Skills    let specMin := (player.GetClassSpecialization * 7) + 12    let specMax := specMin + 7    let index := 12    While (index < 33)        let each := ActorValue[index]               if eval (each["Mod"] > 0)            let value := each["Mod"]        else            let value := 0        endif        if (nGCD.bAbilitiesReduceSkillMax)            let each["Max"] := nGCD.iSkillMax - value        else            let each["Max"] := nGCD.iSkillMax        endif        let each["Base"] := each["GameBase"] - value               let each["LevelFactor"] := nGCD.fSkillLevelBase        let each["Exponent"] := nGCD.fSkillExpBase               let each["Race"] := (player.GetRaceSkillBonusC index)        if eval (each["Race"])            let each["LevelFactor"] += (each["Race"] * nGCD.fSkillLevelRaceScale) + nGCD.fSkillLevelRaceFlat            let each["Exponent"] += (each["Race"] * nGCD.fSkillExpRaceScale) + nGCD.fSkillExpRaceFlat        endif        if (HasClass)            if eval (each["Class"])                let each["LevelFactor"] += nGCD.fSkillLevelClass                let each["Exponent"] += nGCD.fSkillExpClass            endif            let each["Spec"] := ((index >= specMin) && (index < specMax))            if eval (each["Spec"])                let each["LevelFactor"] += nGCD.fSkillLevelSpec                let each["Exponent"] += nGCD.fSkillExpSpec            endif        endif               let value := 5 + each["Race"]        if (HasClass)            let value += (each["Class"] * 20) + (each["Spec"] * 5)        endif        let BaseOffset += value * each["LevelFactor"]        let LevelPool += each["Base"] * each["LevelFactor"]        let LevelPoolMax += each["Max"] * each["LevelFactor"]               if eval (each["Exponent"] < 0)            let each["Exponent"] := 0        endif        let each["Influence"] := (each["Base"] / each["Max"])        let each["Influence"] ^= each["Exponent"]               let value := 0        While (value < 12)            let ActorValue[value]["Pool"] += (each["Influence"] * nGCD.Influence[index][value])        let value += 1        Loop           let index += 1    Loop       ;    Attributes    let RacialAttrOffset := (nGCD.iRacialAttributesBaseValue + nGCD.iRacialAttributesOffset) * nGCD.fRacialAttributesRatio    let RacialLuckOffset := (nGCD.iRacialAttributesBaseLuck + nGCD.iRacialAttributesOffset) * nGCD.fRacialAttributesRatio    let index := 0    While (index < 8)        let each := ActorValue[index]               if (index == 7) && (nGCD.iForceBaseLuck >= 0)            let value := nGCD.iForceBaseLuck        else            let value := (player.GetRaceAttributeC index)        endif        let value += nGCD.iRacialAttributesOffset        let value *= nGCD.fRacialAttributesRatio        if (nGCD.iAttrMin < 0)            let each["Min"] := value            let each["Base"] := 0        else            let each["Min"] := nGCD.iAttrMin            let each["Base"] := value        endif               if (nGCD.bAttrMinRaisesAttrMax)            if (nGCD.iAttrMin < 0)                if (index == 7)                        let value := (each["Min"] - RacialLuckOffset) * nGCD.fRacialAttrMaxRatio                else                        let value := (each["Min"] - RacialAttrOffset) * nGCD.fRacialAttrMaxRatio                endif                let each["Max"] := nGCD.iAttrMax - each["Min"] + value                let each["Cap"] := nGCD.iAttrMax + value            else                let each["Max"] := nGCD.iAttrMax                let each["Cap"] := nGCD.iAttrMax + each["Min"]            endif        else            let each["Max"] := nGCD.iAttrMax - each["Min"]            let each["Cap"] := nGCD.iAttrCap        endif        if eval (each["Mod"] > 0)            if (nGCD.bAbilitiesObeyAttrMax == 1)                let each["Max"] -= each["Mod"]            else                let each["Cap"] += each["Mod"]            endif        endif        if (HasClass)            if (index < 7) || (nGCD.bLuckGetsClassAttr)                let each["Base"] += (nGCD.iClassAttr * each["Class"])            endif        endif        if (index < 7) || (nGCD.bLuckAlwaysIncreases) || eval (each["Class"])            let temp := 1 - (each["Base"] / each["Max"])            if eval (temp < 0)                let temp := 0            endif            let value := each["Pool"]            if (value > 1)                let value := 1            endif            let value ^= temp            let value *= each["Max"]            let value := (FLOOR value)            let value += each["Mod"] + each["Min"]            if eval (value > each["Cap"])                let value := each["Cap"]            endif        else        ;    Static Luck            let value := each["Base"] + each["Mod"]            if eval (value > each["Cap"])                let value := each["Cap"]            elseif eval (value < each["Min"])                let value := each["Min"]            endif        endif        if (value < 0)            let value := 0        endif        if (index < 7) || (nGCD.bManageLuck)            player.SetAVC index value        endif        let each["Yield"] := value           let index += 1    Loop       let Offset := (LevelPool - BaseOffset + (BaseOffset * (LevelPool - BaseOffset) / (LevelPoolMax - BaseOffset)))    if (Offset < 0)        let Offset := 0    endif    let value := Offset / nGCD.iSkillLevelDivisor    if (value < 1)        let value := 1    endif    let Level := (FLOOR value)    let LevelProgress := (value - Level)    let value := LevelProgress * nGCD.iSkillLevelDivisor    SetPCMajorSkillUps value    player.SetLevel Level    ;    Health    let value := nGCD.fHealthSkillFlatMult    let value += (ActorValue[0]["GameActual"] * nGCD.fHealthSkillStrengthMult)    let value += (ActorValue[1]["GameActual"] * nGCD.fHealthSkillIntelligenceMult)    let value += (ActorValue[2]["GameActual"] * nGCD.fHealthSkillWillpowerMult)    let value += (ActorValue[3]["GameActual"] * nGCD.fHealthSkillAgilityMult)    let value += (ActorValue[4]["GameActual"] * nGCD.fHealthSkillSpeedMult)    let value += (ActorValue[5]["GameActual"] * nGCD.fHealthSkillEnduranceMult)    let value += (ActorValue[6]["GameActual"] * nGCD.fHealthSkillPersonalityMult)    let value += (ActorValue[7]["GameActual"] * nGCD.fHealthSkillLuckMult)    let value *= ActorValue[8]["Pool"] * nGCD.iSkillMax / nGCD.iHealthSkillDivisor    let value += (ActorValue[0]["GameActual"] * nGCD.fHealthBaseStrengthMult)    let value += (ActorValue[1]["GameActual"] * nGCD.fHealthBaseIntelligenceMult)    let value += (ActorValue[2]["GameActual"] * nGCD.fHealthBaseWillpowerMult)    let value += (ActorValue[3]["GameActual"] * nGCD.fHealthBaseAgilityMult)    let value += (ActorValue[4]["GameActual"] * nGCD.fHealthBaseSpeedMult)    let value += (ActorValue[5]["GameActual"] * nGCD.fHealthBaseEnduranceMult)    let value += (ActorValue[6]["GameActual"] * nGCD.fHealthBasePersonalityMult)    let value += (ActorValue[7]["GameActual"] * nGCD.fHealthBaseLuckMult)    let value += ActorValue[8]["Mod"] + nGCD.iHealthBaseFlat    let value := (FLOOR value)    if (value < nGCD.iHealthMinimum)        let value := nGCD.iHealthMinimum    endif    let ActorValue[8]["Yield"] := value    if (nGCD.bManageHealth > 0)        let value -= ActorValue[5]["GameActual"]    ;    Engine compensation.        if (value < 0)            let value := 0        endif        player.SetAV Health value    endif       ;    Magicka    let value := nGCD.fMagickaSkillFlatMult    let value += (ActorValue[0]["GameActual"] * nGCD.fMagickaSkillStrengthMult)    let value += (ActorValue[1]["GameActual"] * nGCD.fMagickaSkillIntelligenceMult)    let value += (ActorValue[2]["GameActual"] * nGCD.fMagickaSkillWillpowerMult)    let value += (ActorValue[3]["GameActual"] * nGCD.fMagickaSkillAgilityMult)    let value += (ActorValue[4]["GameActual"] * nGCD.fMagickaSkillSpeedMult)    let value += (ActorValue[5]["GameActual"] * nGCD.fMagickaSkillEnduranceMult)    let value += (ActorValue[6]["GameActual"] * nGCD.fMagickaSkillPersonalityMult)    let value += (ActorValue[7]["GameActual"] * nGCD.fMagickaSkillLuckMult)    let value *= ActorValue[9]["Pool"] * nGCD.iSkillMax / nGCD.iMagickaSkillDivisor    let value += (ActorValue[0]["GameActual"] * nGCD.fMagickaBaseStrengthMult)    let value += (ActorValue[1]["GameActual"] * nGCD.fMagickaBaseIntelligenceMult)    let value += (ActorValue[2]["GameActual"] * nGCD.fMagickaBaseWillpowerMult)    let value += (ActorValue[3]["GameActual"] * nGCD.fMagickaBaseAgilityMult)    let value += (ActorValue[4]["GameActual"] * nGCD.fMagickaBaseSpeedMult)    let value += (ActorValue[5]["GameActual"] * nGCD.fMagickaBaseEnduranceMult)    let value += (ActorValue[6]["GameActual"] * nGCD.fMagickaBasePersonalityMult)    let value += (ActorValue[7]["GameActual"] * nGCD.fMagickaBaseLuckMult)    let value += ActorValue[9]["Mod"] + nGCD.iMagickaBaseFlat    let value := (FLOOR value)    if (value < nGCD.iMagickaMinimum)        let value := nGCD.iMagickaMinimum    endif    let ActorValue[9]["Yield"] := value    if (nGCD.bManageMagicka > 0)        let value -= ActorValue[1]["GameActual"]    ;    Engine compensation.        if (value < 0)            let value := 0        endif        player.SetAV Magicka value    endif       ;    Regen    let value := nGCD.fRegenSkillFlatMult    let value += (ActorValue[0]["GameActual"] * nGCD.fRegenSkillStrengthMult)    let value += (ActorValue[1]["GameActual"] * nGCD.fRegenSkillIntelligenceMult)    let value += (ActorValue[2]["GameActual"] * nGCD.fRegenSkillWillpowerMult)    let value += (ActorValue[3]["GameActual"] * nGCD.fRegenSkillAgilityMult)    let value += (ActorValue[4]["GameActual"] * nGCD.fRegenSkillSpeedMult)    let value += (ActorValue[5]["GameActual"] * nGCD.fRegenSkillEnduranceMult)    let value += (ActorValue[6]["GameActual"] * nGCD.fRegenSkillPersonalityMult)    let value += (ActorValue[7]["GameActual"] * nGCD.fRegenSkillLuckMult)    let value *= ActorValue[11]["Pool"] * nGCD.iSkillMax / nGCD.iRegenSkillDivisor    let value += (ActorValue[0]["GameActual"] * nGCD.fRegenBaseStrengthMult)    let value += (ActorValue[1]["GameActual"] * nGCD.fRegenBaseIntelligenceMult)    let value += (ActorValue[2]["GameActual"] * nGCD.fRegenBaseWillpowerMult)    let value += (ActorValue[3]["GameActual"] * nGCD.fRegenBaseAgilityMult)    let value += (ActorValue[4]["GameActual"] * nGCD.fRegenBaseSpeedMult)    let value += (ActorValue[5]["GameActual"] * nGCD.fRegenBaseEnduranceMult)    let value += (ActorValue[6]["GameActual"] * nGCD.fRegenBasePersonalityMult)    let value += (ActorValue[7]["GameActual"] * nGCD.fRegenBaseLuckMult)    let value += nGCD.fRegenBaseFlat    if (value < nGCD.fRegenMinimum)        let value := nGCD.fRegenMinimum    endif    let ActorValue[11]["Yield"] := value    let Regen := valueend
I messaged Abo (next best thing to Tejon) and got this response:
Looking at the errors and code you have provided, this problem sounds like nothing to do with the archery mod using modAV2... it sounds more like some strange OBSE 0018 bug in arrays, or perhaps an nGCD bug in how it's using arrays, and what happens to these arrays when mods are removed/added and/or your cleansave procedure. It sounds like the nGCD arrays are getting erased or corrupted somehow when you do this.


I've been able to through persistent reloads and make updates to Duke's mod and have, more or less, been returning to one save and starting over with each update.

Anyway not sure where else to go with this information so posting it here in hopes that someone may know or Tejon returns. I will link from OBSE thread too.
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Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Wed Oct 13, 2010 10:11 am

Seems as though Tejon is long gone, but I seem to be having an issue with nGCD and have shopped this around to a few people more knowledgeable than myself.

With ngcd tejon has an uninstall option nGCD.CLEAN to remove its influence before deactivating it. Does the Duke Patrick's new Archery mod have such an option? Or could it be added by the author?

Kind of a pain but if you remove ngcd properly, then the Archery mod, then load ngcd back in it might avoid the array errors.
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Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Wed Oct 13, 2010 1:37 pm

The only reason I'm uninstalling the archery mod is to update it - Duke instructs a clean save before updating.

If the problem persists then yeah I will try iterations of uninstalling one, both, in sequence and then same for reinstalling.

Abo seemed to suspect it was an OBSE issue.

[edit] it was an OBSE issue updated to OBSE 18b6 from b5 and it stopped - for now.
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Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Wed Oct 13, 2010 10:56 am

Hi:

I reinstalled Oblivion and I'm having a bit of a strange anomaly with nGCD/Progress. I'm walking through the Imperial Market and suddenly, like a gift from the nine, my armorer skill increases! It just goes right up one level!

I open my skills page and notice that I'm about to increase in heavy armor, too - even though I've NEVER worn a stitch of heavy armor in the game - always light armor. I'm posting my mod list, just in case something conflicts with these two mods, or in the event I've installed them incorrectly. I've tried to read all the readmes and .ini files but nothing is jumping out at me. The load order is sorted with the latest version of BOSS and I'm using OBSE 18.

EDIT: I also noticed that when my armor goes up, it doesn't count towards my leveling. I just turned level two, repaired a bunch of stuff with, raised my armor skill two, maybe three, levels, and my overall level did not go up.

Thanks for any help. (Also, if you see any problems with my load order, yell out!).

FURTHER EDIT: I just checked a couple of other "test" characters I created and there seems to be a slow creeping upwards of the blunt/hand to hand/armorer/heavy armor/block skillset. Even characters that have done nothing but exit the prison and walk around the IC (checking out Better Cities). They've never had a mace or an axe in their hands and their starting to improve blunt!

Load Order:

Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmArtifacts.esmBetter Cities Resources.esmProgress.esmStaticAlchemyMod.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espFran_Lv30Item_Maltz.espoc_darker_nights.espWindowLightingSystem.espAdonnays Ranger Coats.espFF_Real_Thirst.espFF_Real_Thirst, Cobl.espTFF_Races_Base_RSM.espAdonnays Classical Weaponry.espAdonnays Elven Weaponry.espHadhafang.espTFF_Armor_Base.espTFF_Clothing_Base.espUFF_Unrepetant_Archer.espKDCircletsOOOOptimized - NPC Equip.espFCOM_KDCircletsOOOOptimizedNPCEquip.espExnemRuneskulls.espFCOM_ExnemRuneskulls.espCobl Glue.espCobl Si.espFCOM_Cobl.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for Npcs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espArmamentariumLLVendors.espArmamentariumLLMagic.espArmamentariumArtifacts.espFCOM_Convergence.espFCOM_RealSwords.espFCOM_SpawnRatesStronger.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - No Slimes.espMart's Monster Mod - No Beholdens.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Slof Horses Complete.espMart's Monster Mod - Diverse Runeskulls Loot G&GD.espTamrielTravellers4000.espTamrielTravellersItemsNPC.espFCOM_TamrielTravelers.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_Archery.espMart's Monster Mod - Shivering Isles.espArmamentariumLL4OOO.espOOO-WaterFish.espArboretumHouse.espArtifacts.espArtifacts - ArmaCompleteAddon.espBetter Benirus Manor.espImperialCityHouse.espThe Ayleid Steps.espza_bankmod.espKnights.espKnights - Unofficial Patch.espMart's Monster Mod - Knights.espMart's Monster Mod - City Defences.espFCOM_Knights.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espBag of Holding.espDS Less Predictable Respawn.espSalmo the Baker, Cobl.espReal Hunger, Cobl.espRealisticFatigue.espRealSleepExtended.espGather Ye Rosebuds.espbgMagicEV.espSupremeMagicka.espSM_ShiveringIsles.espSM_OOO.espSM_MMM.espSM_COBL.espSM_VanillaSpells.espSM_Scrolls.espSM_SigilStone.espStealthOverhaul.espnGCD.espProgressSBSP.espProgressRBSP.espProgressRacial.espProgressArmorer.espDark Dungeons.espDark Dungeons -  SI.espAtmospheric Loading Screens - No Text.espMart's Monster Mod - Resized Races.espTFF_Races_Base.espBP_Roberts_BR_Hair.espbgMagicSpellTomes_for_WryeBash.espbgMagicEVPaperChase.espWillful Resistance.espBetter Cities Full.espBetter Cities - Full City Defences.espBetter Cities - No LEYAWIIN Flooding.espBetter Imperial City.espBetter Cities - COBL.espBetter Cities Full FPS Patch.espBashed Patch, 0.espStreamline 3.1.esp


Thanks.
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Wed Oct 13, 2010 12:02 pm

That sounds like Realistic Fatigue not nGCD or progress doing that.It gives skill ups to skills related to encumbrance - you can turn it off in the ini.

Christmas is long past.
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Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Wed Oct 13, 2010 1:46 am

Hi:
I reinstalled Oblivion and I'm having a bit of a strange anomaly with nGCD/Progress. I'm walking through the Imperial Market and suddenly, like a gift from the nine, my armorer skill increases! It just goes right up one level!

I open my skills page and notice that I'm about to increase in heavy armor, too - even though I've NEVER worn a stitch of heavy armor in the game - always light armor. I'm posting my mod list, just in case something conflicts with these two mods, or in the event I've installed them incorrectly. I've tried to read all the readmes and .ini files but nothing is jumping out at me. The load order is sorted with the latest version of BOSS and I'm using OBSE 18.

Have you modified any of the ngcd or progress .ini's? I was going to point to just the ProgressArmorer.ini, but you are having changes in other skills.
Maybe an .ini got corrupted/changed without your input. Check or replace with original copies.

Or as Psymon said RF's experience gains for running, etc.
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Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Wed Oct 13, 2010 6:42 am

That sounds like Realistic Fatigue not nGCD or progress doing that.It gives skill ups to skills related to encumbrance - you can turn it off in the ini.

Christmas is long past.


And everything's right in the world. :) (Yeah, I know I need to change it. Thanks for the reminder).

You're right. I didn't notice that in this version and I think I'll turn it off. I'm not sure I like how it's working with nGCD.

Thanks for the tip. And Merry Christmas!
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Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Wed Oct 13, 2010 11:45 am

Have you modified any of the ngcd or progress .ini's? I was going to point to just the ProgressArmorer.ini, but you are having changes in other skills.
Maybe an .ini got corrupted/changed without your input. Check or replace with original copies.

Or as Psymon said RF's experience gains for running, etc.


I have modified the nGCD and Progress .ini's but I wasn't confident about the Progress changes. If you're playing Progress and nGCD, these are the changes you need to make, right?

set Progress.iLevelUpSkillCount to 9999
set Progress.iTrainingSkills to 9999

We are still making those changes, right?

Also, does anyone adjust the luck modifiers in nGCD? I notice them for the first time tonight, but I'm reluctant to touch them. What is a good setting for those?

Thanks for any help.
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Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Wed Oct 13, 2010 10:07 am

Its Realistic Fatigue that is increasing your skills by running, the theory being that your character gets stronger by running, etc. - that strength reflected by the increase in relevent stats. I have mine set to not increase relevent skills, change this in the RF .ini if you don't like:

; SKill Advancement Settings
; --------------------------
;
; These control how much experience strength, endurance, and acrobatics skills
; get for for high encumbrance, low fatigue, and tripping chances.

; This sets how much experience strength skills get for high encumbrance.
; experience = encumbLevel^2 * fSkillStrengthEncumb * dt
set aaRealisticFatigue.fSkillStrengthEncumb to 0.0 ; recommended 0.01

; This sets how much experience endurance skills get for low fatigue.
; experience = fatigueLevel^2 * fSkillEnduranceFatigue * dt
set aaRealisticFatigue.fSkillEnduranceFatigue to 0.0 ; recommended 0.01

; This sets how much experience the acrobatics skill gets for trip chances.
; experience = tripLevel * fSkillAgilityTrip
set aaRealisticFatigue.fSkillAgilityTrip to 0.0 ; recommended 0.01
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jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Wed Oct 13, 2010 3:26 am

I have modified the nGCD and Progress .ini's but I wasn't confident about the Progress changes. If you're playing Progress and nGCD, these are the changes you need to make, right?
set Progress.iLevelUpSkillCount to 9999
set Progress.iTrainingSkills to 9999
We are still making those changes, right?
Also, does anyone adjust the luck modifiers in nGCD? I notice them for the first time tonight, but I'm reluctant to touch them. What is a good setting for those?
Thanks for any help.

Currently using:
set Progress.iLevelUpSkillCount to 14 ; 10 Overridden by nGCD
set Progress.iTrainingSkills to 9999 ; 10

set nGCD.bLuckAlwaysIncreases to 1 ; like luck to increase since starts below 50
set nGCD.bLuckGetsClassAttr to 0
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Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Wed Oct 13, 2010 6:06 pm

Tejon, a few questions that are bugging me to death:

First, the archive(s) I've found for nGCD, including one for setting it as an OMOD seem...messy and incomplete..every time I try to install, it seems I'm missing a file somewhere. Can you do us a beeeg flavor and create an OMOD ahead of time (and I mean create the OMOD, not just a group of info files for us to do it) for the morons among us (that would be me)?

Second, I want to use Elys Uncapper and make it so I can progress to level 100, base stat caps to 150, base skill caps to 150, with the ability for spells and item effects to raise those stats and skills to 200. I've read the info in the .ini file and tried a few tentative changes, but it didn't seem to work, which again left me feeling stoopid. Can you post here how I would go about setting up the settings I mentioned above?

Third, I have run into a major snag with nGCD and the Staff of Lore mod (search for it on Nexus)....

The staff of lore automatically grabs and uses the 'best' spell out of your spell list for any given situation, from unlocking chests to shooting down six different elementally aligned monsters in a thick melee...changing spells between 'firings' as needed.

The problem is, the staff is set to work on the vanilla skill progression system, and for some reason, with nGCD installed, the staff doesn't seem to recognize and report those skill progression increases, meaning that if I use the staff, my destruction skill never budges, but if I manually fire off the same spell, destruction levels normally.

The question I have is, do you know anyway I could alter this staff, or get someone to alter it so that it works right with nGCD? (Would also love to see an Oblivion XP version, but thats for another topic :D)

I've been using the staff for 'fight for your life' type melees, and manually casting the rest of the time because of this, but its just kinda a letdown :)
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saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Wed Oct 13, 2010 5:52 am

Tejon is a long long holiday, so no repackaging is forthcoming. However, below is some configuration advice from Shikishima, resident nGCD+Progress guru. Progress is something you should consider adding to your setup, considering the kinds of things you are asking. Below is Shikishima's recent post on the subject:

"It's pretty easy to configure though. Use Progress at X7 (my suggested settings to tejon) You may wish to tweak some individual skills to suit your playing style - e.g. Alchemy - which I still felt leveled too quickly.
A couple of ini adjustments will be required:
Progress ini:

set Progress.iLevelUpSkillCount to 9999
set Progress.iTrainingSkills to 9999
set Progress.fTrainingCostMult to 10.0

nGCD ini:

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

You could set these to the Oblivion max of 255, but 200 is something I prefer as it will allow fortification effects (vampirism etc) room to work properly.
If you use the X7 slow down plus GSD you'll probably never get anywhere near 200 anyway.
Post in tejon's thread or PM me if you need further clarification on any settings."

No clue from me about the Staff. Sorry.

gothemasticator
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Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Wed Oct 13, 2010 9:51 am

@Elanthil01 the alteration your looking for can't be done simply by nGCD alone. Add Progress, do some customized tweaking and all things are possible.
As for the staff, I've looked at the mod readme and feel this should be taken up with the modder as it quite obviously doesn't work with any of the magic overhaul or other known leveling mods.
I'm quite certain if tejon wasn't currently on his annual hiatus he would tell you he wouldn't be willing to alter the scripting of his mod to accomadate one weapon mod. B)

edit - pretty easy to create your own http://lhammonds.game-host.org/obmm/tutorials.asp script for nGCD
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Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Wed Oct 13, 2010 2:58 pm

Thanks for the info and links, folks.

I was figuring that if a change was needed to support the staff, it would probably just be a message sending tag...maybe some kind of OBSE function and would take up one, maybe two lines.

I haven't delved into Oblivion scripting yet, as I have a full plate for Fallout 3 modding still, but maybe when I get back from Arizona in April I'll find some time and take a peek.

Of course, I'll try to get hold of the mod author for that staff first, but if I can't, maybe I can do something similar, but with a different item...maybe a wand or something, but set it up to support various mods.

I've always enjoyed a scripting challenge, anyway, and it would give me a reason to jump into the construction set section for Oblivion and start whining :D
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Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Wed Oct 13, 2010 2:30 pm

I recently re-installed Oblivion (Fallout 3 is quite addicting) and, naturally, I went through tejon's mods, since I've always been a big fan of nGCD and Birthsigns Expanded (needless to say my Morrowind installations have always had Galsiah's original mod).

I was very excited to see the new versions, especially of Birthsigns Expanded, since in previous versions the Mage seemed fairly useless to me (Epiphany is quite the draw), and I had been using the Serpent instead (I dislike damaged attributes :P). After looking at the shiny new features for the Mage, though, I gleefully chose it in my new character, and have been quite happy with it. Grasping Aurbis makes out-of-combat casting a cinch, since I'm not really worried about my fatigue when I'm not in heated combat, and Epiphany is probably my favourite addition of any mod ever. However, I didn't get much opportunity to test Ablation, and when I did, I was disappointed to discover it seems to be broken. After getting blasted with an attribute-draining effect, I remembered Ablation and tried using it. My fatigue dropped as expected, but the effect stayed. So I tried it again, thinking maybe I had multiple effects somehow. No dice, I just fell over and the drain was still going. Annoyed, I cast a regular dispel and it went away instantly.

Now, it's possible I'm missing something, but lacking knowledge of cutting-edge OBSE scripting, I can't tell where the script could be going wrong, and I'm pretty sure something is going wrong if I'm being Exerted without any effect being removed (not only did I test Ablation with no hostile effects on me, but even I can tell that the Exertion branch can't run without finding something to dispel). Is this a known problem, or am I just incredibly unlucky?
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e.Double
 
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