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

Post » Wed Oct 13, 2010 1:53 am

http://www.gamesas.com/index.php?showtopic=1029924
This is a combined thread for discussion of my mods, since individual threads often drift together anyway!

  • http://www.tesnexus.com/downloads/file.php?id=14065
    http://www.gamesas.com/index.php?act=findpost&pid=14827824 See 1st post below for additional information.
    Smooth character advancement system: no level-up screens, no managing multipliers.

      Updated: 4 Aug '09
      Version: RC3
      Status: release candidate

    • http://www.tesnexus.com/downloads/file.php?id=14304
      http://www.gamesas.com/index.php?act=findpost&pid=14913636 See 2nd post below for additional information.
      Allows full configuration of both overall skill advancement and individual skill increase rates.

        Updated: 10 Aug '09
        Version: 2.2 pre
        Status: de facto beta (req. OBSE v0018)

      • http://www.tesnexus.com/downloads/file.php?id=12149
        http://www.gamesas.com/index.php?act=findpost&pid=0 See 3rd post below for additional information.
        An effort to make each birthsign uniquely influence how the game feels.

          Updated: 12 Aug '09
          Version: 3.0 RC5
          Status: release candidate

        • http://www.tesnexus.com/downloads/file.php?id=26216
          http://www.gamesas.com/index.php?act=findpost&pid=14913643 See 4th post below for additional information.
          Like the last one, except for races!

            Updated: 25 Aug '09
            Version: 0.45
            Status: public prototype

          • http://www.tesnexus.com/downloads/file.php?id=25776
            http://www.gamesas.com/index.php?act=findpost&pid=14913652 See 5th post below for additional information.
            Because vanilla magic was just too fattening. New starting spells mechanic and a lot more.

              Updated: 04 Aug '09
              Version: 0006
              Status: public prototype

            • http://www.tesnexus.com/downloads/file.php?id=11237
              http://www.gamesas.com/index.php?act=findpost&pid=14795413 This mod currently has its own thread.
              The loading screens tell you Willpower affects vulnerability to magic. They aren't lying anymore!

                Updated: 12 Aug '09
                Version: 4.1
                Status: stable release

              • http://www.tesnexus.com/downloads/file.php?id=20850
                http://www.gamesas.com/index.php?act=findpost&pid=14710068 This mod currently has its own thread.
                Six interwoven components, each of which can be enabled or disabled independently:
                • Hunger and exhaustion, with fatigue drain as the penalty for neglecting your needs.
                • Collapse whenever fatigue reaches zero.
                • Screen blur to indicate low fatigue (optionally also health).
                • Extensive and customizable adjustments to fatigue drain rates and the effects of low fatigue.
                • The base cost of the Restore Fatigue effect is increased.
                • Also includes Roughing It, which allows you to sleep without a bed (but not quite anywhere).

                Updated: 15 Aug '09
                Version: 1.11
                Status: stable release

              • http://www.tesnexus.com/downloads/file.php?id=25616
                http://www.gamesas.com/index.php?act=findpost&pid=14624474 This mod currently has its own thread.
                Replaces spell mastery levels with a chance to fail when casting.

                  Updated: 03 Aug '09
                  Version: 2.6
                  Status: stable release

                • http://www.tesnexus.com/downloads/file.php?id=25040
                  http://www.gamesas.com/index.php?act=findpost&pid=14479581 This mod currently has its own thread.
                  Bringing you the latest technological advances in breaking stuff.

                    Updated: 04 Aug '09
                    Version: 1.5
                    Status: stable release

                  • http://www.tesnexus.com/downloads/file.php?id=25204
                    http://www.gamesas.com/index.php?act=findpost&pid=14521428 This mod currently has its own thread.
                    A collection of Detect Life shaders. Invis-savvy!

                      Updated: 18 Jun '09
                      Version: 1
                      Status: stable release

                    • http://www.tesnexus.com/downloads/file.php?id=26288
                      Adjusts the rate of wear on armor and weapons based on the Armorer skill of the character using them.

                        Updated: 19 Aug '09
                        Version: 1.2
                        Status: stable release

                      • http://www.tesnexus.com/downloads/file.php?id=16065
                        Grants increased Fatigue damage to unarmed attacks, so you can knock people out before they're dead.

                          Updated: 19 Mar '08
                          Version: 1
                          Status: stable release


                        These minor mods are bundled with those above, but can be downloaded separately:
                        http://www.tesnexus.com/downloads/file.php?id=25016 w/Birthsigns Expanded
                        http://www.tesnexus.com/downloads/file.php?id=26012 w/nGCD
                        http://www.tesnexus.com/downloads/file.php?id=24441 w/TFE
                        User avatar
                        Sammygirl
                         
                        Posts: 3378
                        Joined: Fri Jun 16, 2006 6:15 pm

                        Post » Wed Oct 13, 2010 4:47 am

                        http://www.tesnexus.com/downloads/file.php?id=14065

                        GCD, Galsiah's Character Development, is a mod for Morrowind. Galsiah didn't move on to Oblivion, so I started working on this substitute. In tribute to Galsiah's masterpiece, this is "not Galsiah's Character Development," nGCD.

                        nGCD is a total overhaul for character advancement, meaning it completely replaces the standard Oblivion rules for gaining levels and attributes, including Health and Magicka. The primary goal of nGCD is to encourage an immersive perspective on advancement: your race gives you certain aptitudes, and you choose which skills to improve. Depending on those factors, your attributes develop naturally.

                        The level-up screen is completely removed. You are never asked whether you'd rather improve Strength or Agility: you've already made that decision by choosing to swing a warhammer, or sneaking around picking locks. Characters who spend time in melee will gain Health, and casting spells increases Magicka. nGCD also makes Magicka regeneration independent of the size of your Magicka pool. Playing an Altmer or Breton may give you a large Magicka pool, but your regeneration is based entirely on your Willpower and magic skill.

                        The formulas used to translate race and skill into attributes are very complex, which means no two characters will be the same. A pair of configuration files allows extensive customization of the formulas, letting you adjust influence of race and class or which skills give which attributes. There are also options for compatibility with Elys Uncapper, with various possible behaviors; you could let all attributes continue to 200, or let your racial attributes define the new cap.

                        nGCD is compatible with most mods, except of course for other advancement overhauls. It requires a few changes to vanilla Oblivion in order to function as expected, but all of these edits are provided as separate mods, so if another mod is already providing the necessary function you can simply not use the nGCD solution, eliminating potential conflicts.

                        -----------------------------------
                        Not my mod obviously, I'm just lending my post to tejon. ;)
                        User avatar
                        carley moss
                         
                        Posts: 3331
                        Joined: Tue Jun 20, 2006 5:05 pm

                        Post » Wed Oct 13, 2010 8:47 am

                        http://www.tesnexus.com/downloads/file.php?id=14304

                        Progress gives you control over many aspects of skill advancement through the Progress.ini file. How much Blade increases per hit compared to Blunt, how fast or slow your skills increase overall, and how many times you can train per level are all examples of settings Progress can adjust. It can be set to match any other skill rate mod, and includes pre-configured .ini files with several popular defaults.

                        Progress is compatible with all character advancement overhauls (nGCD, Realistic Leveling, SPAM, KCAS, etc.) because those mods do not change skill advancement in any way. While an advancement mod determines the way your skills translate into attribute and level increases, Progress complements it by determining the way your actions translate into skills.

                        In addition to its basic functions, Progress allows other mods to make complex scripted changes to skill advancement without worrying about several otherwise common issues. Instead of reading certain data directly from Oblivion, which might have been changed by another mod or even a previously loaded game, the correct data can always be read from Progress. Progress plug-in mods can then make temporary changes without worrying about mistaking them for base values later, or make permanent changes by writing back to Progress.

                        The following plug-ins are included with Progress:

                        Magicka-Based Skill Progression (MBSP) causes the Magicka cost of a spell to affect how much your skill increases from casting it. Expensive spells will level up your magic more quickly than cheap ones. This module was inspired by HotFusion4's original MBSP for Morrowind.

                        Speed-Based Skill Progression (SBSP) causes the speed of a blade or blunt weapon to affect skill advancement. Your Blade skill is no longer penalized for using a greatsword instead of a dagger. This module was originally written by Kaldskryke.

                        Range-Based Skill Progression (SBSP) grants variable Marksman improvement based on the distance of your target. This module is based on an original by Kaldskryke, with an improved arrow tracking method contributet by Tekuromoto.

                        Armorer Accelerated mends the broken mechanic of Armorer advancement, wherein higher skill both causes you to require more repair actions to advance, but also allows you to perform fewer repairs because you fix things too fast. This module was suggested by Kaldskryke.

                        Racial Advancement causes skills with a racial bonus to advance at a faster rate. Will the person who requested this please remind me who you are, so I can give credit!

                        Global Slow-Down (GSD) makes it harder for a jack-of-all-trades to become a master of any, but also harder for a specialized master to learn new tricks, so the decision of which path to follow is meaningful. This module was inspired by Galsiah's Character Development for Morrowind.
                        User avatar
                        Matthew Warren
                         
                        Posts: 3463
                        Joined: Fri Oct 19, 2007 11:37 pm

                        Post » Wed Oct 13, 2010 7:11 am

                        http://www.tesnexus.com/downloads/file.php?id=12149

                        Birthsigns Expanded hopes to make birthsigns an important part of gameplay at all levels. This means that they will generally be far more powerful than the vanilla signs. However, no birthsign-granted ability should be so strong that it removes the need to use any of your character's skills. While some signs obviously favor certain specializations, I've tried as much as possible to make most of them useful in different ways to classes they might not normally be associated with.

                        The signs are designed to be as unique as their individual flavors allow. They may not be perfectly balanced with each other, but they're meant to be more than just a package of abilities. Each birthsign should change your Oblivion experience in a way that no other sign imitates. Some are subtle about this, and some are downright intrusive. It is my goal to make every sign worth playing at least once for the experience it provides, regardless of mechanical benefits.

                        No unofficial content mod can claim to be "lore correct," but I did extensive (and exhausting) research before deciding on the flavor of each sign, and so I believe Birthsigns Expanded to be as lore-friendly as I could possibly make it. In keeping with the Elder Scrolls tradition of wrapping myths up in riddles and garnishing them with lies, I have chosen not to publicly describe my reasoning in this regard, though I may drop hints here and there, or in private.

                        A note on compatibility: Generally, this mod is compatible with anything that doesn't alter birthsigns. Because I used unique ID's, it is also fully compatible with any mod which adds vanilla birthsign abilities to NPCs, or similar. More importantly, the only conflict with other birthsign mods such as bg2408's Race Balancing Project is that when the birthsign selection menu is shown, only the signs from the mod listed last in your load order will be displayed. This means that you can start a character (or console ShowBirthsignMenu) with Birthsigns Expanded last in the order, pick one of my signs, then move RBP to last in the order and start a character with one of his signs... and forget about it! From then on, both characters will work correctly with signs from whichever mod was active when you picked them.


                        Version 2.1 is the final non-OBSE release. It is stable, but suffers from the limitations of non-OBSE scripting. The general concepts for its signs are the same as those outlined below, but the implementations are much simpler.

                        The current version 3.0 beta requires OBSE v0017, which is currently also in beta. If you want to try it out, make sure you have the latest revision. Modder's note: in this version, nothing is player-centric; that is, all these signs and powers can be safely given to NPCs. You are free to take these effects and use them as you please, though I hope to receive credit!


                        The remainder of this post describes the designs for the current 3.0 Release Candidate:

                        The effect "Exertion," used for all the lesser powers below, is a Fatigue cost. It varies with your Fatigue regeneration rate. It will never be more than 2/3 of your base Fatigue, or less than 1/3. Having insufficient Fatigue does not prevent a power from being used, but you will fall unconscious.

                          The Warrior.
                          The steadfast Warrior grants additional Strength and Endurance. You have a knack for finishing wounded opponents with a reckless final strike, and in dire situations you may invoke the Warwyrd to become an unstoppable juggernaut.
                        • Warrior: ability
                          (self) Fortify Strength 15.
                          (self) Fortify Endurance 15.
                          (self) Resist Paralysis 100%.
                        • Clinch: lesser power
                          (self) Exertion.
                          (self) Collapse unless Warwyrd is active.
                          (touch) Target killed if Health has been reduced to ~25% or less. Actual threshold is adjusted by speed of wielded weapon; slower weapons allow slightly more health.
                        • Warwyrd: greater power
                          (self 30s) Fatigue and Health will not suffer any reduction for the duration. All damage to both will be applied when the effect expires, but this will not leave you with less than 1 point in each.

                          The Lady.
                          You are blessed with the Lady's Grace, increasing your Willpower, Endurance and Personality and granting resistance to the elements. You know the secret of the Storm Voice which can blow enemies off their feet, and once per day you may perform a greater Storm Calling.
                        • Lady's Grace: ability
                          (self) Fortify Willpower 10.
                          (self) Fortify Endurance 10.
                          (self) Fortify Personality 10.
                          (self) Resist Cold 50%.
                          (self) Resist Fire 50%.
                          (self) Resist Shock 50%.
                        • Storm Voice: lesser power
                          (self) Exertion.
                          (touch) Damage Fatigue, 25% of caster's base fatigue.
                          (touch) Target is blown away and knocked down.
                        • Storm Calling: greater power
                          (30' burst) Damage Fatigue, 50% of caster's base fatigue.
                          (30' burst) Targets are blown away and knocked down.

                          The Lord.
                          Your wounds close and heal over in mere minutes, and though fire seems to burn you more than others, you can also call it to your aid. By manipulating the beat of your own heart you have the power to temporarily remove others from the fabric of existence.
                        • Trollkin: ability
                          (self) Weakness to Fire 50%.
                          (self) Regenerate health, 100% per 120 seconds.
                        • Clutch the Heart: lesser power
                          (self) Exertion. (only if target is affected)
                          (self 30s) Trollkin regeneration stops. (only while a target is affected, suppressed by Polyrhythm)
                          (touch 30s) Target temporarily ceases to exist. (only one target at a time, cancel by casting with no target)
                        • Skipped Beat: lesser power
                          (self) Exertion.
                          (self 12s) Weakness to Magic/Poison/Weapons 100%.
                          (self) Instantly gain 12 seconds of Trollkin regeneration.
                        • Polyrhythm: greater power
                          (self 30s) Weakness to Fire 150%.
                          (self 30s) Trollkin regeneration increases to 100% per 30s.
                        • Wulfharth's Pyre: greater power
                          (self) Damage equal to 75% of current health.
                          (30' burst) Fire damage equal to 75% of caster's current health, reduced by caster's current Weakness to Fire.

                          The Steed.
                          Your soul's connection to the heavens frees your body of weight and lightens carried items. You can walk on water, and even overcome inertia in short bursts. Occasionally, those who offend you are reminded how heavy their own souls are.
                        • Unfettered: ability
                          (self) Water Walking. (can still swim underwater)
                          (self) Carry limit tripled. No encumbrance up to normal limit, then half encumbrance.
                        • Charioteer: lesser power
                          (self) Exertion.
                          (self 12s) Fortify Speed 50.
                        • Burden of Souls: greater power
                          (30' burst 30s) Burden equal to carry capacity.

                          The Mage.
                          The judicious Mage improves your Intelligence and Willpower. Magicka is tangible to you, and with effort you can draw it from your surroundings or send it away. You also have a knack for shaping magic into precisely the tool you need.
                        • Mage: ability
                          (self) Fortify Intelligence 15.
                          (self) Fortify Willpower 15.
                        • Ablation: lesser power
                          (self) Exertion. (only if a dispel occurs)
                          (self) Most powerful enemy spell on you which you could cast is dispelled.
                        • Grasping Aurbis: lesser power
                          (self) Exertion.
                          (self) Restore Magicka. (amount based on caster's Willpower)
                          (self 3s) Fortify Magicka +100%.
                        • Epiphany: greater power
                          (self) Create a spell. (no gold cost)

                          The Apprentice.
                          You hear whispers of divine lore, teaching you secrets of hardiness and enhanced magicka. The voices offer greater power at the price of extra focus, and occasionally they will reveal their mysteries at your command.
                        • Hidden Lore: ability
                          (self) Fortify Health 50.
                          (self) Fortify Magicka 50.
                        • Invocation: lesser power
                          (self) Exertion.
                          (self indefinite) Drain Attribute 5. (all but one, none if Arkay is invoked)
                          (self indefinite) Fortify Attribute 35. (one of your choice, none if Arkay is invoked)
                        • Mysteries Unbound: greater power
                          (self 60s) Invocation effects suppressed, can select new Invocation without Exertion.
                          (self 60s) Fortify Attribute 35. (all)

                          The Atronach.
                          Your Magicka capacity is doubled, but you cannot generate your own. With a touch you rip energy directly from others, an inefficient and mutually painful process. By anchoring yourself to the deeper reality of the world, you can for a time become an immovable, nigh-invulnerable magic sponge.
                        • Wombburn: ability
                          (self) Stunted Magicka.
                          (self) Fortify Magicka +100%.
                        • Discharge: lesser power
                          (self) Exertion.
                          (touch) Half of target's current Magicka pool transferred to caster.
                          (touch) Target and caster each take damage equal to 1/4 transferred amount.
                        • Bones of Earth: greater power
                          (self 30s) Cannot move or be moved.
                          (self 30s) Shield 100%.
                          (self 30s) Spell Absorption 100%.

                          The Ritual.
                          The strange light of your stars seems to bolster the living and terrify the undead. You can force this light into others with a touch, or beseech the heavens to share it with all nearby. You also have Mara's Gift to instantly cleanse yourself of all ailments.
                        • Stellar Flare: lesser power
                          (self) Exertion.
                          (self 30s) Light 12.
                          (self 6s) Light 120.
                        • Blessed Touch: lesser power
                          (self) Exertion.
                          (self 30s) Light 12.
                          (touch 30s) Light 6.
                          (touch 30s) Spectrum. (calm/frenzy/rally/fear depending on target's creature type.)
                        • Blessed Word: greater power
                          (self 30s) Light 12.
                          (60' burst 30s) Light 6.
                          (60' burst 30s) Spectrum. (calm/frenzy/rally/fear depending on target's creature type.)
                        • Mara's Gift: greater power
                          (self 30s) Light 12.
                          (self) Rebirth. (All negative effects removed, any damaged attributes fully healed, Health and Fatigue restored to maximum.)

                          The Thief.
                          The nimble Thief boosts your Agility, Speed and Luck, and teaches you the trick of vanishing from a sticky situation. You can steal an enemy's life force for yourself with the Twilight Reaving.
                        • Thief: ability
                          (self) Fortify Agility 15.
                          (self) Fortify Speed 15.
                          (self) Fortify Luck 15.
                        • Slip Away: lesser power
                          (self) Exertion.
                          (self 6s) Silence.
                          (self 6s) Invisibility.
                        • Twilight Reaving: greater power
                          (touch) Absorb Health, Magicka and Fatigue equal to 50% of your current damage/loss for each. (capped by target's current values)
                          (touch 120s) Soul Trap.

                          The Lover.
                          You are beautiful and outgoing, possessed of great Personality. Your kiss holds a compelling power, and if you indulge your passion it can even paralyze the recipient.
                        • Allure: ability
                          (self) Fortify Personality 30.
                        • Lover's Kiss: lesser power
                          (self) Exertion.
                          (touch 12s) Command.
                        • Deep Kiss: greater power
                          (touch 12s) Paralysis.

                          The Shadow.
                          You are a Mooncalf, cursed with poverty and disease and often ignored as a harmless, luckless wretch. If you grovel, most creatures will give you pity. Your curse can sometimes be contagious.
                        • Mooncalf: ability
                          (self) Weakness to Disease 100%.
                          (self) Carried gold slowly vanishes. (Luck/6 per game hour)
                          (self) Member of the Beggars faction.
                          (self) Crime bounty slowly vanishes. (12/Personality+1 per game hour)
                        • Nobody: lesser power
                          (self) Exertion.
                          (self) Damage Personality 1.
                          (self) Damage Luck 1.
                          (self 30s) Chameleon 25%.
                        • Take Pity: lesser power
                          (self) Exertion.
                          (self) Damage Personality 1.
                          (self) Damage Luck 1.
                          (12' burst 30s) Calm.
                        • Contagion: greater power
                          (self) Damage Personality 5.
                          (self) Damage Luck 5.
                          (30' burst) Damage Personality 50.
                          (30' burst) Damage Luck 50.
                          (30' burst) Attributes damaged by same amount as any Disease drain on caster.
                        • Moonshadow: greater power
                          (self) Damage Personality 5.
                          (self) Damage Luck 5.
                          (self 300s) Invisibility.

                          The Tower.
                          Few barriers hinder you. Standing proud against the world, your will to write your own destiny is so strong that any who strike you become victim to the wounds they inflict, and those who raise your ire soon find their defenses shattered.
                        • Tower Rampart: ability
                          (self) Reflect Damage 10%.
                        • Tower Warden: lesser power
                          (self) Exertion.
                          (target 6s) Weakness to Magic 50%.
                          (target 6s) Weakness to Normal Weapons 50%.
                          (target 6s) Weakness to Poison 50%.
                        • Tower Key: greater power
                          (target) Open 99. (any lock which does not require a specific key)

                          The Serpent.
                          Though gifted in many ways, you are stricken with soul hunger: a void which can only be filled with the essence of others. When this hunger grows, you sense nearby souls; your sting leeches them away. Invoking the cursed stars poisons your prey, and you as well, but your cold blood cleanses itself.
                        • Cold Blood: ability
                          (self) Fortify Attribute 5. (all except Luck)
                          (self) Restore Attribute 1. (all except Luck)
                        • Soul Hunger: ability
                          (self) Soul Hunger increases by 1 per GameMinute. (max 3840, min -480)
                          (self) Very high Soul Hunger causes blurred vision. (magnitude = (hunger-960)/2880)
                          (self) Soul Hunger above zero causes Detect Life. (magnitude = hunger/10)
                        • Serpent Sting: lesser power
                          (self) Exertion.
                          (touch 30s) All effects cancelled if target is under a Soul Trap.
                          (touch 30s) Damage Health, 10% of caster's base Health per 30s.
                          (touch 30s) Damage Magicka, 20% of caster's base Magicka per 30s.
                          (touch 30s) Damage Fatigue, 25% of caster's base Fatigue per 30s.
                          (self 30s) Soul Hunger reduced by 1 per second. (stops if target dies)
                          (self 30s) If target dies, caster's Soul Hunger is further reduced. (amount = SoulLevel * 6)
                          (self) Health, Magicka, Fatigue restored per point of Soul Hunger lost. (amount = damage to target per second)
                        • Star Curse: greater power
                          (self) Damage Attribute 30. (all except Luck; will not reduce base value below 1)
                          (12' burst) Damage Attribute 30. (all except Luck; will not reduce base value below 1)

                        User avatar
                        Eilidh Brian
                         
                        Posts: 3504
                        Joined: Mon Jun 19, 2006 10:45 am

                        Post » Wed Oct 13, 2010 1:29 am

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

                        Argonian--------Well-suited to the swamps of their homeland, Argonians can breathe water andhave developed natural resistance to diseases and poisons. Though they facecultural challenges among other races, Argonians are highly adaptable andindividuals can be found excelling in any pursuit.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 35	  40	  35	  45	  50	  30	  35   Female	40	  50	  40	  40	  40	  30	  30Abilities:							  Skills:	   Athletics +10  Water Breathing								  Hand to Hand  +5  75% Resistance to Disease							 Alchemy  +5  75% Resistance to Poison							Mysticism +10  50% Resistance to Shock							  Marksman  +5  25% Resistance to Normal Weapons					 Security  +5														  Sneak  +5Powers:  Sap Tongue -							  Reactions:		 NONE  on self, duration equal to  caster's highest base attribute	Restore Health 2	Restore Magicka 4	Restore Fatigue 5Breton------The product of long-past mingling between men and elves, the now-distinctBretons have a natural affinity for magicka. They nearly rival their distantAltmeri cousins in magic, and posess natural defenses against enemy spells.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 40	  45	  50	  30	  30	  35	  40   Female	30	  45	  50	  30	  40	  30	  45Abilities:							  Skills:	  Alteration  +5  15% Resistance to Magic						   Conjuration +10  15% Spell Absorption							  Destruction  +5  15% Spell Reflection								 Illusion  +5													  Mysticism  +5Powers:											 Restoration +10  Dragon Skin -									 Speechcraft  +5  on self, 60 seconds	15% Fire Shield					 Reactions:	   Breton  +5	15% Frost Shield										Orc  -5	15% Shock ShieldDark Elf--------Commonly known as "Dark Elves" among the races of men, the Dunmer are noted fortheir balanced integration of melee, archery and magic. Though culturallyinsular and often cold toward other races, they are a highly spiritual peopleand can call upon the spirits of their ancestors for aid.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 40	  45	  30	  35	  50	  40	  30   Female	40	  40	  30	  40	  50	  35	  35Abilities:							  Skills:		   Blade  +5  50% Resistance to Fire								Alchemy  +5  50% of current lost Health						Conjuration  +5	is added to base Magicka						Destruction +10													  Mysticism  +5Powers:												Marksman  +5  Ancestor Guardian -								  Security +10  on self, 4 seconds + 2/level	Summon level 30 ghostly undead	  Reactions:	 Dark Elf +15													   Argonian  -5													   High Elf  -5														Khajiit  -5High Elf--------Often called "High Elves" in reference both to their tall stature and oftenhaughty attitudes, the Altmer are the most gifted of all the races in artsarcane. However, they are particularly vulnerable to damage from elementalenergies.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 30	  50	  45	  40	  30	  30	  45   Female	30	  50	  40	  45	  35	  30	  40Abilities:							  Skills:		 Alchemy +10  Base Magicka increased by						  Alteration  +5	2x highest base attribute					   Conjuration  +5  50% Resistance to Disease						 Destruction  +5  25% Weakness to Fire								 Illusion +10  25% Weakness to Frost							   Mysticism  +5  25% Weakness to Shock							 Restoration  +5Powers:								 Reactions:	 High Elf +15  Deep Magicka										 Dark Elf  -5  on self, instant									 Redguard  -5	Restore Magicka X								  Wood Elf  -5	  X = racial Magicka bonusImperial--------Native to the province which bears their name, the Cyrodiil are capablewarriors and shrewd diplomats. On the merits of these traits their civilizationhas subdued or assimilated nearly all of Tamriel, leading to the commonnickname for their race: "Imperials."			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 45	  35	  40	  30	  30	  40	  50   Female	40	  40	  40	  35	  30	  35	  50Abilities:							  Skills:		 Armorer  +5  NONE													Blade  +5														  Block  +5Powers:												   Blunt  +5  Star of the West -								   Illusion  +5  on touch, instant								  Mercantile +10	Absorb Fatigue X								Speechcraft +10	  X = 3x caster's highest		  base attribute				Reactions:	 Wood Elf  +5  Voice of the Emperor -							   Dark Elf  -5  60' area, 60 seconds	Charm 100Khajiit-------The feline Khajiit mature into various forms depending on the phases of themoons at their birth; the Suthay-raht is among the few types which canfrequently be found outside their native deserts. True to their appearance,they are highly acrobatic and can see in the dark.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 35	  40	  30	  50	  35	  40	  40   Female	30	  30	  30	  40	  45	  50	  45Abilities:							  Skills:	   Athletics  +5  Night-Eye when in darkness					   Hand to Hand +10													 Acrobatics +10Powers:											 Light Armor  +5   Eye of Fear -									  Mercantile  +5  area equal to caster's level,						Security  +5  on touch, 30 seconds									Sneak  +5	Demoralize 100  Sugar -							   Reactions:	  Khajiit  +5  on self, 30 seconds									  Nord  -5	Fortify Acrobatics 2X	Fortify Athletics X	  X = caster's highest		  base attributeNord----Citizens of icy Skyrim, the tall and rugged Nords place great value in personalstrength, often warring as a matter of honor or simply for the challenge. Atradition of magical chanting known as thu'um grants them notable talent inspellcraft as well.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 50	  30	  40	  35	  40	  45	  30   Female	50	  30	  45	  30	  35	  40	  40Abilities:							  Skills:		 Armorer  +5  50% Resistance to Frost								 Blunt +10  10% Shield										Heavy Armor  +5													 Alteration +10Powers:											 Destruction  +5  Nordic Frost -									Restoration  +5  on touch, instant								 Speechcraft  +5	Frost Damage X  on touch, 30 seconds				  Reactions:	   Breton  +5	Drain Speed X										  Nord  +5	  X = caster's highest							 Dark Elf  -5		  base attribute							   Wood Elf  -5Orc---The Orsimer of the Dragontail and Wrothgarian Mountains, known to most as"Orcs," bitterly remember their elven roots; in form and temper they are nowseen as brutes. Still, Orcish armorers are prized for their peerlesscraftsmanship and Orc troops are among the finest in the Empire.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 45	  30	  50	  35	  30	  45	  35   Female	45	  40	  45	  30	  30	  50	  30Abilities:							  Skills:		 Armorer +10  When current Health % is less than					  Blade  +5	than current Magicka %, they are					  Block  +5	balanced by converting Magicka						Blunt  +5	directly to Health							 Hand to Hand  +5  X% Resistance to Magic							Heavy Armor +10  X% Reflect Damage									Marksman  +5	X = 1/4 lost Health %										Reactions:		  Orc  +5														 Breton  -5Redguard--------The race which once inhabited the shattered continent of Yokuda are known inTamriel as "Redguards," a phonetic corruption of the Ra Gada invasion forcewhich preceded the migration of their rugged culture. They are swift andtireless, and revel in combat.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 50	  30	  35	  40	  40	  45	  30   Female	40	  30	  30	  40	  40	  50	  40Abilities:							  Skills:	   Athletics  +5  50% faster Fatigue recovery							 Blade +10  25% Resistance to Disease							   Block +10  25% Resistance to Poison						  Heavy Armor  +5													 Acrobatics  +5Powers:											 Light Armor  +5  Rush -											 Mercantile  +5  on self, 60 seconds	Fortify Speed X					 Reactions:		 Nord  +5	  X = caster's highest							 Redguard  +5		  base attribute								 Breton  -5													   High Elf  -5Wood Elf--------Clanfolk of the Western Valenwood forests, the nimble and stealthy Bosmer arebetter known as "Wood Elves." There are no finer archers in all of Tamriel, andtheir ability to command simpler creatures is well-known.			Str	 Int	 Wil	 Agi	 Spd	 End	 Per	Male	 30	  35	  30	  50	  45	  40	  40   Female	30	  40	  35	  50	  45	  30	  40Abilities:							  Skills:	   Athletics  +5  50% Resistance to Poison						   Acrobatics  +5  When sneaking, undetected, and					Light Armor +10	not moving, become invisible.					  Marksman +10	Broken by any action or movement.				  Security  +5	Once broken, cannot occur again					   Sneak +10	for at least 6 seconds.										Reactions:	 Argonian  +5Powers:												Wood Elf  +5  Beast Tongue -									   High Elf  -5  on touch, 120 seconds									Nord  -5	Command Creature up to level	one less than caster (min. 1)

                        User avatar
                        Bigze Stacks
                         
                        Posts: 3309
                        Joined: Sun May 20, 2007 5:07 pm

                        Post » Wed Oct 13, 2010 1:37 am

                        http://www.tesnexus.com/downloads/file.php?id=25776
                        Vanilla's not so bad after you scraqe off that layer of cheese!

                        Revision 0007

                        -------------------------------Spell Costs and Starting Spells-------------------------------The upper and lower bounds of spell cost based on your skill in the relevantschool of magic have been adjusted:SKILL   COST	WAS-----   ----	---0	   1.25	1.4	(multiplied by the spell's base cost)25	  1.00	1.150	  0.75	0.875	  0.50	0.5100	 0.25	0.2Spells are granted at starting skills of 10, 20, 30 and 40. The spells at eachrank have been selected (and in some cases slightly tweaked) to have a costappropriate to their rank.Skill 10: Any race with a bonus in the skill will always start with these. Alteration:	Extra Lift			  (new: Feather) Conjuration:   Summon Zombie Destruction:   Spark Illusion:	  Beguiling Touch Mysticism:	 Minor Dispel Restoration:   Heal Minor WoundsSkill 20: +10 Racial bonus and Magic specialization, or Major skill. Alteration:	Starlight Conjuration:   Turn Undead Destruction:   Flare Illusion:	  Soothing Touch Mysticism:	 Minor Life Detection Restoration:   Minor RespiteSkill 30: Major + Specialized, or Major + Racial Alteration:	Hindering Touch Conjuration:   Bound Dagger Destruction:   Hailstone Illusion:	  Commanding Touch Mysticism:	 Leech Health Restoration:   Caster's Boon		   (new: Fortify Magicka)Skill 40: Major + Specialized +10 Racial Alteration:	Defend Conjuration:   Bound Shield Destruction:   Tainted Aether		  (new: Weakness to Magic) Illusion:	  Fade					(new: Chameleon) Mysticism:	 Remote Manipulation Restoration:   Fortify Luck------------Magic Effects-------------Absorb effects now belong to Mysticism.Drain effects now belong to Restoration.Light effects now belong to Alteration.Resist Fire, Frost, Shock and Magic effects now belong to Destruction.Weakness to Disease, Poison and Weapons effects now belong to Restoration.Dispel magnitude now represents the exact spell cost which can be affected.Feather effects remember their magnitude, rather than being reduced to matchthe amount of weight you are carrying; any excess will be applied if yourencumbrance increases.Fortify Health, Magicka and Fatigue effects will always leave at least 1 pointremaining when they expire.Frenzy is now tagged as a hostile effect, so casting it on non-evil NPCs isconsidered assault.The base speed for magic projectiles is 60% faster than vanilla.Shock bolts travel 250% faster than other projectiles.Frost fog travels at only 40% the speed of other spells.Many effects have had their base costs adjusted.EFFECT				  NOW	 WAS------				  ---	 ---Absorb Health		   15.0	16.0Burden				  0.021   0.21Calm					0.675   0.47Chameleon			   3.0	 0.63Command Creature		1.2	 0.6Command Humanoid		1.5	 0.75Damage Fatigue		  4.0	 4.4Damage Health		   10.0	12.0Damage Magicka		  5.0	 2.45Demoralize			  0.9	 0.04Dispel				  4.54	3.6Drain Magicka		   0.45	0.18Drain Fatigue		   0.36	0.18Fortify Health		  0.075   0.14Fortify Fatigue		 0.06	0.04Frenzy				  0.675   0.04Frost Damage			7.5	 7.4Invisibility			200.0   40.0Light				   0.051   0.0425Open					8.85	4.3Rally				   0.15	0.03Restore Fatigue		 4.0	 2.0Restore Magicka		 5.0	 2.5Shock Damage			7.5	 7.8Soul Trap			   60.0	30.0Turn Undead			 0.36	0.083Water Breathing		 22.0	14.5Water Walking		   8.35	13.0Stats for bound weapons changed to match OMOBS Daedric. Bound Axe is 2-handed.BOUND				   NOW	 WAS-----				   ---	 ---Gauntlets			   3.0	 8.0Boots				   3.0	 12.0Helmet				  3.0	 12.0Greaves				 5.0	 12.0Cuirass				 9.6	 12.0Shield				  12.0	18.0Dagger				  20.0	14.0Mace					20.0	91.0Axe					 20.0	39.0Sword				   20.0	235.0Bow					 30.0	39.0The availability of summons is better distributed, and now weighted toward theupper end. (The actual power of the higher summons is much improved.)SUMMON				  NOW	 WAS------				  ---	 ---Zombie				  5.0	 16.67   U	   * U = UndeadMangled Flesh Atronach  12.1	22	   S	  * S = Shivering Isles OnlySkeleton				20.4	11.25   UScamp				   29.5	30Hunger				  39.2	22	   SGhost				   49.5	22	  UDremora				 60.4	72.5Decrepit Shambles	   71.6	45	  USTorn Flesh Atronach	 83.3	32.5	 SFlame Atronach		  95.3	45Skeleton Guardian	   108	 32.5	UClannfear			   120	 75.56Faded Wraith			133	 87.5	UGluttonous Hunger	   147	 61	   SDaedroth				160	 123.33Skeleton Hero		   174	 66	  UStitched Flesh Atronach 188	 75.5	 SShambles				202	 87.5	USFrost Atronach		  217	 102.86Ravenous Hunger		 231	 123.33   SWraith				  247	 *56	 U	   * replaces Headless ZombieSpider Daedra		   261	 195Skeleton Champion	   277	 152	 USewn Flesh Atronach	 292	 195	  SStorm Atronach		  308	 125Replete Shambles		324	 150	 USDremora Lord			340	 157.14Gloom Wraith			356	 260	 UVoracious Hunger		372	 175	  SXivalai				 389	 200Lich					405	 350	 U-----------------------Spellmaking/Enchantment-----------------------The gold cost for spellmaking is now 4x the cost of buying an identical spell.The cost of adding an area to a spell has been slightly increased.The maximum values for custom effects have been greatly increased.VALUE		   NOW	 WAS-----		   ---	 ---Magnitude	   1000	100Area			150	 100Duration		300	 120Captured souls have greater charge value, and the value progression is based ona magnitude calculation. The gold value of any soul gem is now 1/4 the chargevalue of the largest soul it can hold; whether the gem is empty or full whenacquired has no bearing, nor does the level of any contained soul.CHARGES		 NOW	 WAS-------		 ---	 ---Petty		   240	 150Lesser		  640	 300Common		  1000	800Greater		 1440	1200Grand		   2000	1600The maximum charge cost of a custom on-hit enchantment is exactly 1/20 of thecharges provided by the soul used to create it. The gold cost for enchanting aweapon is now 40 times the charge cost of one strike. The resulting increase inthe item's value is 25 times the per-strike charge cost, plus the charge valueof the soul used.MAX MAGNITUDE   NOW	 WAS-------------   ---	 ---Petty		   12	  15Lesser		  32	  25Common		  50	  40Greater		 72	  60Grand		   100	 85The formula for constant effects has been changed. A Grand soul will now createa constant effect exactly five times stronger than a Petty soul. The magnitudeof percentage-based constant enchantments has been reduced to only 1% or 2% persoul rank. Most other constant effect magnitudess have also been reduced, butto a lesser degree. The gold cost for creating a constant enchantment is 400times the soul rank.Sigil Stones have been adjusted. Descendent through Ascendent stones generateeffects equivalent to Lesser through Grand souls. The effect from Transcendentstones continues the soul magnitude formula to a sixth rank, having a chargevalue of 2600. Some sigil stone effects have been reassigned.The following effects are no longer available for enchanting or spellmaking:Charm, Chameleon, Drain Health, Drain Fatigue, Damage Attribute, Open,Weakness to Magic, Weakness to Disease.The following effects are now available for enchanting but not spellmaking:Fortify Magicka, Fortify Skill.The following effects are now available for spellmaking but not enchanting:Command Creature, Command Humanoid, Damage Magicka, Fire/Frost/Shock Shield,Night Eye, Water Walking, Water Breathing.-------------------------------------------Premade Spell, Scroll and Staff Adjustments-------------------------------------------Bound Armor and Bound Weapon effects are all available by Apprentice level.Burden effects have been greatly increased. (Includes weapons and poisons.)Absorb Health, Fatigue and Magicka effects are duration-based.Drain Fatigue effects are at the limit for their mastery level and last 10 sec.Drain Health effects are at mastery limit and last 5 seconds.Drain Magicka effects are at mastery limit and last 15 seconds.Fire effects are duration-based.Feather durations mostly reduced, magnitudes increased.Fortify durations mostly reduced, magnitudes increased.Frost effects always have at least 6 area.Restore Health and Restore Fatigue effects are duration-based.Shield spells last 60 seconds, some magnitudes adjusted.Shock effects at touch range, or which had an area, are duration-based.Summon effects mostly have reduced durations.Telekinesis magnitudes increased, durations reduced.Turn Undead durations reduced.Weakness to Magic magnitude increased.---------------------------OPTIONAL: MagLite - Alchemy---------------------------Until you reach 25 skill in Alchemy, you cannot see the effects of ingredientsand therefore cannot make potions. Wortcraft and training are the only methodsof advancement up to that point.Once you reach 25 Alchemy, you can see all effects on an ingredient (up to 4).Mandrake, Clannfear Claws and Shepherd's Pie no longer produce Cure Diseasefrom wortcraft. (They still posess the effect for potion making.)Alchemy skill determines how many active potion effects you may have:RANK			NOW	 WAS----			---	 ---Novice		  1	   4Apprentice	  1	   4Journeyman	  2	   4Expert		  3	   4Master		  5	   4Crafted potions are worth far less, and have higher magnitude but reducedduration. The effects of adding additional apparati have been adjusted as well.Built-in apparati have had their bonus levels adjusted:APPARATUS			   NOW	 WAS---------			   ---	 ---Mortar & Pestle -  Novice				0	   10  Apprentice			25	  25  Journeyman			50	  50  Expert				75	  75  Master				100	 100Other apparatus -  Novice				20	  10  Apprentice			40	  25  Journeyman			60	  50  Expert				80	  75  Master				100	 100Calcinators are now worth 30% more, Mortars&Pestles are worth 30% less.

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                        Daniel Brown
                         
                        Posts: 3463
                        Joined: Fri May 04, 2007 11:21 am

                        Post » Wed Oct 13, 2010 9:07 am

                        Kyoma saves the day!
                        So, this is my punishment for missing the close of the previous thread: I can't hit Edit on my six nicely-formatted intro posts, which means I can't copy/paste their nicely formatted source text, which means no pretty front page this time around. :cold:

                        Personal status update: I've actually been busting my ass on a different RPG project... pen-and-paper! This one's for the Pathfinder RPG system, which is the worthy successor to D&D 3.5. (As opposed to WotC's official 4th Edition, which is like World of Warcraft except everything takes longer.) It's currently in a closed design state, but I do need extra eyes and ideas so if anyone here actually plays that, hit me up. :)

                        What's up? What's still broken? Is OBSE v0018 released yet?


                        One other thing:

                        I have to tell you: your birthsigns, but especially the Ritual, Apprentice, Lover, and Shadow, seem to accomplish almost everything I initially set out to do with my mod "Vows and Covenants", and do it much more simply.

                        This is among the highest praise I've ever received. After countless load lists, I've seen that that Vows and Covenants is one of the most popular mods around, at least among the immersion-minded. More popular than B.E., that's for sure! So... thank you, very much.

                        Kyoma: Just change that post to the nGCD text from the previous thread. Luckily you sniped the position least likely to require any edits! :D
                        User avatar
                        victoria johnstone
                         
                        Posts: 3424
                        Joined: Sat Oct 14, 2006 9:56 am

                        Post » Wed Oct 13, 2010 12:36 am

                        What's up? What's still broken? Is OBSE v0018 released yet?
                        The depth buffer's been exposed, I've gained a pound or so and there may be another v18 beta.
                        User avatar
                        Ella Loapaga
                         
                        Posts: 3376
                        Joined: Fri Mar 09, 2007 2:45 pm

                        Post » Tue Oct 12, 2010 6:16 pm

                        Kyoma saves the day!
                        .....
                        Kyoma: Just change that post to the nGCD text from the previous thread. Luckily you sniped the position least likely to require any edits! :D
                        No problem. And done. :)

                        P.S. The fancy arrow linkies still point to the old thread, in case this wasn't intentionally.

                        The depth buffer's been exposed, I've gained a pound or so and there may be another v18 beta.
                        http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1029117&view=findpost&p=15224954 :icecream: ;)
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                        WTW
                         
                        Posts: 3313
                        Joined: Wed May 30, 2007 7:48 pm

                        Post » Tue Oct 12, 2010 11:59 pm

                        Hi tejon,

                        I have a request for a new feature added to progress.esm (i.e. modification of the main esm). I have already modified my own progress.esm this way, so it's no big deal to me, but I just wanted to share the idea :)

                        As you (all) know, the most general way (in Progress, and without) to slow down skill rate is to modify fSkillUseFactor, but since it is not linear, it is quite hard to know what to set it to if you want to change the speed. The progress.ini file contains some examples, but not for the speeds I want (use use somewhere around 10-15x slower).

                        So I added a new setting, called fSkillSpeedModifier. And in progress.esm I added the following code (before all the SetSkillUseIncrement lines):

                        if fSkillSpeedModifier != 0 && fSkillSpeedModifier != 1   let fSkillArmorerRepair /= fSkillSpeedModifier   let fSkillAthleticsRun /= fSkillSpeedModifier   let fSkillAthleticsSwim /= fSkillSpeedModifier   ....endif


                        By doing this, fSkillSpeedModifier becomes a true, linear skill slowdown setting. So if you set it to 5, your skill will increase 5x slower. Set it to 0.5 and they will increase twice as fast, etc. Quite basic really, but it makes it so much easier to tweak the general skill rate.
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                        Tina Tupou
                         
                        Posts: 3487
                        Joined: Fri Mar 09, 2007 4:37 pm

                        Post » Wed Oct 13, 2010 2:41 am

                        Reposting this the new topic, in hopes someone can help me out.

                        A few questions about ProgressMercantile - does mercantile only advance for the sale of very high value items, or can I get it to go up by selling a lot of low value items as well?

                        The reason I ask is that, at the start of the game (right after escaping the sewers), I tend to head into the IC to sell equipment, and my mercantile has been advancing very slowly during this process. I am playing with OOO, MMM, nGCD, Progress, and MagLite (plus a few graphical/interface mods), and I'm playing as an Imperial with Mercantile as a major skill (starts at 35). My other major skillls are advancing fine, so it is disappointing to see no advance on Mercantile. Is this right? After about 2 hours of play, most of my majors have advanced significantly (even Restoration is at 30% or so), but Mercantile has only gone up 2%.

                        Is this intentional, or a problem with Progress or another mod (I heard something about a problem with Living Economy and Mercantile)? If intentional, what should I change to INI file settings to in order to get a faster progression? Thanks for the help.
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                        Princess Johnson
                         
                        Posts: 3435
                        Joined: Wed Feb 07, 2007 5:44 pm

                        Post » Tue Oct 12, 2010 7:36 pm

                        Hi!

                        Can I use Birthsigns Expanded with my ongoing character or do I have to create a new one? Any save game updates needed?

                        Thx! Nice work guys!
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                        neen
                         
                        Posts: 3517
                        Joined: Sun Nov 26, 2006 1:19 pm

                        Post » Tue Oct 12, 2010 8:57 pm

                        Can I use Birthsigns Expanded with my ongoing character or do I have to create a new one? Any save game updates needed?

                        According to the Readme files provided, it should work, though you will need to use the provided 'Birthsign Zero' file to first remove your existing one. Sounds simple enough.
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                        Louise Dennis
                         
                        Posts: 3489
                        Joined: Fri Mar 02, 2007 9:23 pm

                        Post » Tue Oct 12, 2010 11:57 pm

                        Ok....I asked this once a loooong time ago and cannot remember the answer.


                        When installing Progress do I choose ONE progress.ini file or does it matter? In other words do I need to delete ones I dont use?

                        I ask because I think something is not working. I am not seeing the "Progress Initialized" message like I am used to (most recent version). There are a lot of other messages from other mods popping up that may or may not be interfering. I dont see anything when opening the console either. And yes, the .ESM and .esps are loaded.
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                        DAVId MArtInez
                         
                        Posts: 3410
                        Joined: Fri Aug 10, 2007 1:16 am

                        Post » Wed Oct 13, 2010 6:09 am

                        Ok....I asked this once a loooong time ago and cannot remember the answer.


                        When installing Progress do I choose ONE progress.ini file or does it matter? In other words do I need to delete ones I dont use?

                        I ask because I think something is not working. I am not seeing the "Progress Initialized" message like I am used to (most recent version). There are a lot of other messages from other mods popping up that may or may not be interfering. I dont see anything when opening the console either. And yes, the .ESM and .esps are loaded.

                        Tejon mentioned in the last thread that the Progress Initialized message got left out of the current version - inadvertently.

                        Also, yes, you choose one .ini, customize it to your liking, and rename it Progress.ini. The others are non-functional, so they can be deleted just to keep the folder clean.

                        gothemasticator
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                        Jordyn Youngman
                         
                        Posts: 3396
                        Joined: Thu Mar 01, 2007 7:54 am

                        Post » Wed Oct 13, 2010 8:49 am

                        Tejon mentioned in the last thread that the Progress Initialized message got left out of the current version - inadvertently.

                        Also, yes, you choose one .ini, customize it to your liking, and rename it Progress.ini. The others are non-functional, so they can be deleted just to keep the folder clean.

                        gothemasticator



                        Awesome. Thanks. Now I can play without worry :)
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                        W E I R D
                         
                        Posts: 3496
                        Joined: Tue Mar 20, 2007 10:08 am

                        Post » Wed Oct 13, 2010 9:29 am

                        Tejon mentioned in the last thread that the Progress Initialized message got left out of the current version - inadvertently.

                        Also, yes, you choose one .ini, customize it to your liking, and rename it Progress.ini. The others are non-functional, so they can be deleted just to keep the folder clean.

                        gothemasticator

                        Just to clarify that, there is a series of Progress.ini files that are just called 'Progress (something).ini'; you can choose one of those and rename it 'Progress.ini' (deleting/overwriting the default one that is also installed), or you can customise the default file. However, there is also a series of files called 'ProgressXXX.ini' - no space, no brackets - and these cover different aspects of Progress: Race, speed-based progression, range-based progression, etc. I don't know if they can be deleted safely or not, but I'm sure T?jon will get back to you on that. Untill then I'd say you should just accept the defaults or customise them to your liking.
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                        :)Colleenn
                         
                        Posts: 3461
                        Joined: Thu Aug 31, 2006 9:03 am

                        Post » Wed Oct 13, 2010 1:24 am

                        Awesome. Thanks. Now I can play without worry :)

                        Ooh, missed him by a minute! I hope nothing drastic happens!

                        Anyway, I have a question regarding the missing 'initialized' message: Is there a console entry I can type to verify that progress is running? Makes me nervous, not seeing it...
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                        Sierra Ritsuka
                         
                        Posts: 3506
                        Joined: Mon Dec 11, 2006 7:56 am

                        Post » Wed Oct 13, 2010 2:48 am

                        Just to clarify that, there is a series of Progress.ini files that are just called 'Progress (something).ini'; you can choose one of those and rename it 'Progress.ini' (deleting/overwriting the default one that is also installed), or you can customise the default file. However, there is also a series of files called 'ProgressXXX.ini' - no space, no brackets - and these cover different aspects of Progress: Race, speed-based progression, range-based progression, etc. I don't know if they can be deleted safely or not, but I'm sure T?jon will get back to you on that. Untill then I'd say you should just accept the defaults or customise them to your liking.

                        Thanks. I didn't think to clarify that bit. So, to really spell it out...

                        Do NOT delete these if you have them (you will only have them if you installed the corresponding optional plugin)
                        ProgressArmorer.ini
                        ProgressGSD.ini
                        ProgressMBSP.ini
                        ProgressRacial.ini
                        ProgressRBSP.ini
                        ProgressSBSP.ini

                        Pick one of these, rename it to Progress.ini. You can safely delete the others.
                        Progress(Default).ini
                        Progress(Vanilla).ini
                        Progress(OOO).ini

                        I hope this is clear. I'm getting tired.

                        gothemasticator
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                        Jenna Fields
                         
                        Posts: 3396
                        Joined: Mon Dec 11, 2006 11:36 am

                        Post » Wed Oct 13, 2010 6:53 am

                        Big fan of the mods... have used nGCD since its inception. And still using it, and progress, and maglite, and TFE, and Birthsigns, and TRAP, etc. :)

                        Just a few quick questions:

                        1. I noticed in the progress.ini vs progress OOO.ini the only variations are in the magic categories. is there sth in particular that OOO does to magic that should cause me to use the progressOOO.ini instead? i've been leveling with the default one and i haven't noticed any power leveling in the magic skills (aside from wortcraft causing perhaps too much jump--but i rather like the effect of 'learning fast by trying to poison yourself by ingesting as many plants as possible'). now THAT'S the kind of skill bonus they should have built into one of the character classes :) rangers must get curious about all those mushrooms.

                        2. For the alchemy portion tied into MagLite, what's the rationale for 'all 4 effects viewable at 25'? i actually thought the vanilla system made sense in this regard--sure, you might 'know' what an ingredient *could* do but you wouldn't have the skill to extract it. is it possible to open this up through an .ini (i haven't even MADE 25 in alchemy yet on this playthrough (takes a long time with all your mods active), so if there's a mechanic i'm missing, i apologize)

                        3. Fatigue is painful with Deadly Reflex, Progress, and TFE all going. I'm curious, from experienced players with this mod (just started) what's the curve like. I'm up to level 3 right now, and my character does have a lot of weight carried--seems i can jump twice before passing out, maybe shoot an arrow or two. My adventurer might have been better suited to bowling; he's got that lanky, low-strength look to him. If i understand the .ini correctly, encumbrance has a serious effect no fatigue in this mod. Just looking for other players' experiences using TFE. I like TFE so far but i'm kinda hoping i will actually be able to fight after level 5--but a lot of thought usually seems to go in tejon's mods so i'm curious as to the curve as experienced.

                        4. The one tejon mod i'm not using is Fizzle, because i'm using Sorcery's Toll and Supreme Magicka (logically, i can't see how Sorcery's Toll and Fizzle would work together--but if they do, that would really be incredible--then that big, desperate spell REALLY has a risk factor). anyone tried this trifecta? what about the final balance between these three and maglite?

                        thanks for all the work, tejon. every time i start Oblivion again with your mods, it gets more challenging and more involving. one of these times i might actually finish it, but the odds against me keep getting worse :)

                        cheers.


                        a small thanks to kuerlee too for the nice HUD, although this is the wrong thread.
                        User avatar
                        Taylor Tifany
                         
                        Posts: 3555
                        Joined: Sun Jun 25, 2006 7:22 am

                        Post » Tue Oct 12, 2010 10:35 pm

                        I've found a issue between TIE.esp and MagLite.esp .
                        When i make a new game (and inside IC prison) and selected my race, and listen the voice of the "crow" dark elf, I see captain Renault walk near my cell with Septim , but Glenroy and Baurus don't (they remain on the top of stairs, i going to them with TCL console command). The door of my cell keep close (and captain Renault can't open the secret way, and Septim cannot talk with me).

                        here my load order:

                        Oblivion.esm
                        Unofficial Oblivion Patch.esp
                        MagLite.esp
                        TIE.esp

                        Nothing else mod. I've tried to put MagLite.esp under TIE.esp, but the problem remain. Any suggestion ?
                        (P.S. i' ve make also a new game with "alternate arrive by ship", but i find a new bug in arena gladatiors (when i hit 2 or 3 times a enemy gladiator, he's escape away from me, "get away don't hurt me !" every 2 seconds, until i kill him..very annoying).
                        User avatar
                        Rob Davidson
                         
                        Posts: 3422
                        Joined: Thu Aug 02, 2007 2:52 am

                        Post » Wed Oct 13, 2010 4:27 am

                        I've found a issue between TIE.esp and MagLite.esp .
                        When i make a new game (and inside IC prison) and selected my race, and listen the voice of the "crow" dark elf, I see captain Renault walk near my cell with Septim , but Glenroy and Baurus don't (they remain on the top of stairs, i going to them with TCL console command). The door of my cell keep close (and captain Renault can't open the secret way, and Septim cannot talk with me).

                        here my load order:

                        Oblivion.esm
                        Unofficial Oblivion Patch.esp
                        MagLite.esp
                        TIE.esp

                        Nothing else mod. I've tried to put MagLite.esp under TIE.esp, but the problem remain. Any suggestion ?

                        I experienced the very same bug you are reporting. Check out the last few pages of Tejon's last thread to read about it.

                        Interesting thing is I don't use TIE. And your load order is so short as to make me wonder what could possibly be causing this?

                        Perhaps Tejon will reappear and delve into it for us.

                        gothemasticator

                        PS Without a solution, I am just playing without MagLite.

                        gtm
                        User avatar
                        Ladymorphine
                         
                        Posts: 3441
                        Joined: Wed Nov 08, 2006 2:22 pm

                        Post » Wed Oct 13, 2010 9:22 am

                        I'm setting up a new install of Oblivion on W7. I've installed Elys' Skill Uncapper because I want to use 'Grandmaster of Alchemy', but I was hoping for some suggestions as to how to set up nGCD/Progress.

                        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.

                        Ideally what I'd like is for 100 to be like the old 100, with everything above that a perk. I don't think I'll be using that 200 ceiling for anything bar Alchemy. What's making me ask this is that during testing I set my character's speed and athletics to 100, and he was still really slow; plus his level raised from 1 to 4 by casting 'Heal Minor Wounds' about 15-20 times!

                        One thought I had is that I might edit the Grandmaster script so that 125 or 150 is Grandmaster level, then set everything to be as normal, with a global slowdown that suits me, but that's only if I can't get it to work any other way.

                        I've a couple of questions, if anyone can help:
                        1. If I set 'finalSkillMult' to, say, 5 in the Progress global slowdown ini, and 'skillUseFactor' to 0.35 (described as equivalent to 1x) in the main progress.ini, does that mean that at 'iRangeFloor' there is no slowdown and at 'iRangeCeiling' there's a 5x slowdown?
                        2. And that beyond 'iRangeCeiling' there is still a 5x slowdown?
                        3. If I use the same settings as above, but set 'skillUseFactor' to 0.5556 (equivalent to 2x), at 'iRangeFloor' there's a 2x slowdown and at 'iRangeCeiling' there's a 10x slowdown?
                        4. In these scenarios, whether the curve between them is linear or not, the top and bottom slowdown values stay the same?
                        5. What setting(s) would/could be responsible for the slowness with speed and athletics at 100?
                        6. How do I let Attributes go over 100 without causing the super-fast level-up I mentioned?
                        7. Is there any way to make the rate of acceleration of slowdown decrease as your skills improve? That is; invert the curve so it's a 'hump' rather than a 'ski jump' (if you know what I mean!)
                        User avatar
                        Ellie English
                         
                        Posts: 3457
                        Joined: Tue Jul 11, 2006 4:47 pm

                        Post » Wed Oct 13, 2010 6:33 am

                        Check out this thread: http://www.gamesas.com/bgsforums/index.php?showtopic=952805&st=48. Start where the link takes you, and then read backwards and forwards some to fill in the blanks. Pay special attention to Shikishima's posts. He really knows what he's doing configuring nGCD and Progress.

                        I don't know anything about Grandmaster of Alchemy, so I can't help there.

                        gothemasticator
                        User avatar
                        Richard
                         
                        Posts: 3371
                        Joined: Sat Oct 13, 2007 2:50 pm

                        Post » Tue Oct 12, 2010 9:35 pm

                        I experienced the very same bug you are reporting. Check out the last few pages of Tejon's last thread to read about it.

                        Interesting thing is I don't use TIE. And your load order is so short as to make me wonder what could possibly be causing this?

                        Perhaps Tejon will reappear and delve into it for us.

                        gothemasticator

                        PS Without a solution, I am just playing without MagLite.

                        gtm


                        The strange thing is this: if i play with TIE.esp ACTIVATED with MagLite.esp DISABLED, the game go fine (Glenroy open the door and game don't stuck, of course i've not problem with arena enemy gladiators).
                        If i play with TIE.esp DISABLED with MagLite.esp ACTIVATED, the game go fine (Glenroy open the door and game don't stuck, of course i've not problem with arena enemy gladiators).
                        If i play with together ACTIVATED, the game stuck and i've problem with arena enemy gladiators.
                        Very strange...
                        User avatar
                        GLOW...
                         
                        Posts: 3472
                        Joined: Thu Aug 03, 2006 10:40 am

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