[ RELz | WIPz ] ... tejón's thread-O-mods ...

Post » Fri May 13, 2011 4:00 pm

What are your class skills, and what are the racial attributes you'd normally have with RBP? If you're a pure mage and belong to a race which has naturally low Strength and Endurance, those numbers could be about right... except Luck 30, that's a little odd. Do any of the RBP races or birthsigns give a Luck penalty?

For starters, go back to a default nGCD.ini -- AbilitiesObeyAttrCap has nothing to do with this, and I don't know if you've changed anything else; it's best to troubleshoot based on known values first.


I have a Bosmer and I didn't choose a class yet (I am in jail for now) and no RBP races have a luck penality as far as I see in the readme.

Attr RBP Standard Mine
Str 35 -> 18
Int 35 -> 15
Wil 30 -> 15
Agi 55 -> 34
Spd 50 -> 29
End 35 -> 17
Per 30 -> 14
Luck 50 -> 27

EDIT:
With default nGCD settings they rised to:
Str 19
Int 16
Wil 16
Agi 36
Spd 29
End 17
Per 14
Luck 50 Luck reverted to normal

Thanks for reply ^^
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Fri May 13, 2011 4:05 pm

I have a Bosmer and I didn't choose a class yet (I am in jail for now)

Ah! That's why. Your attributes are largely based on your skills with nGCD, and if you don't have a class, your skills are a lot lower! This is why the Immediate Character Generation plugin is included. You should be able to handle the tutorial stuff even with the low attributes, so it's up to you whether you want to add that plugin.

My guess is that one of the nGCD.ini settings you activated was LuckAlwaysIncreases. This makes Luck behave similar to other attributes, which means it doesn't necessarily start at 50... and with no class, it's a lot lower.

So it looks like everything's OK, really. Check the numbers again once you have a class. :)
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Fri May 13, 2011 4:16 pm

Ah! That's why. Your attributes are largely based on your skills with nGCD, and if you don't have a class, your skills are a lot lower! This is why the Immediate Character Generation plugin is included. You should be able to handle the tutorial stuff even with the low attributes, so it's up to you whether you want to add that plugin.

My guess is that one of the nGCD.ini settings you activated was LuckAlwaysIncreases. This makes Luck behave similar to other attributes, which means it doesn't necessarily start at 50... and with no class, it's a lot lower.

So it looks like everything's OK, really. Check the numbers again once you have a class. :)



Thanks for your help... I'll add Progress once I checked again^^

EDIT: Checked. Attributes are really higher than before, but some are not so high as thay should be... I think it's normal, though. I'm sure that training will solve this. Sorry for the stupid question and thanks for your help!^^
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Fri May 13, 2011 11:08 pm

Is WR being worked on?
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Fri May 13, 2011 4:58 pm

Hello,

Just wondering does Progress, for the Mercantile Skill, considers, per transaction, just one or the amount of itens traded? I think, specially for poor Alchemists using Enhanced Economy, it would be a nice configurable option, to use the amount of itens traded : )

Thanks!



Ooops, just noticed its based on the value... no wonder its so slow to advance, Im always broken : )
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Fri May 13, 2011 6:31 pm

Back from a nice long Independence Day vacation...

Is WR being worked on?

Not at present, is there an issue?

Koki, if you're using Progress Mercantile be sure to turn off EE's value-based mercantile progression. They do the same thing, and are not aware of each other... so if you have both active, you'll gain Mercantile skill twice as fast as you should.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Fri May 13, 2011 3:14 pm

Hi,

I am using both Progress and nGCD, however I have some weird issues with this. My character was at lvl 8, the after a while of playing he suddenly was at lvl 7..

Also the progress to next lvl bar show strange percentages... I was at 38% today, when looked at it 10 secs later it suddenly was showing me 100%.

Load Order:

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.1]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]0A  Progress.esm  [Version 2.2]0B  HorseCombatMaster.esm0C  Unofficial Oblivion Patch.esp  [Version 3.2.7]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Fran Armor Add-on.esp15  Fran_Lv30Item_Maltz.esp16  EnhancedWeather.esp  [Version 1.3.5]++  phinix-waterfix.esp17  Ayleid Loot EXtension.esp18  Ayleid Loot EXtension - OOO Dungeons.esp++  Item interchange - Extraction.esp  [Version 0.78]19  Enhanced Economy.esp  [Version 4.2]++  MaleBodyReplacerV4.esp++  FineWeapons.esp1A  PureSteelBlade.esp**  mz_Shields_SI.esp1B  XiaNewAmuletsV1.esp**  Armamentium female.esp1C  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]1D  Cobl Glue.esp  [Version 1.72]1E  Cobl Si.esp  [Version 1.63]1F  Bob's Armory Oblivion.esp20  FCOM_BobsArmory.esp  [Version 0.9.9]21  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]22  Oblivion WarCry EV.esp23  FCOM_WarCry.esp  [Version 0.9.9MB3]24  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]25  ArmamentariumArtifacts.esp  [Version 1.35]26  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]27  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]28  FCOM_RealSwords.esp  [Version 0.9.9]29  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]2A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery_Deadly.esp++  FCOM_Archery_Deadly_Armamentarium.esp++  FCOM_Archery_Deadly_RealSwords.esp++  FCOM_Archery_Deadly_Artifacts.esp**  FCOM_FriendlierFactions.esp  [Version 0.9.9]2F  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]30  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  FineWeapons for OOO.esp**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp31  Ivellon.esp  [Version 1.8]32  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]33  Apachii_Goddess_Store.esp34  Knights.esp35  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp36  Mighty Umbra.esp37  MannimarcoRevisited.esp38  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]39  EVE_ShiveringIslesEasterEggs.esp3A  P1DkeyChain.esp  [Version 5.00]3B  VisiblyUnlimited.esp3C  Alternative Start by Robert Evrae.esp3D  RealisticForceMedium.esp3E  RealisticMagicForceMedium.esp3F  EnchantmentMastery.esp40  RefScope.esp  [Version 2.0.2]41  SupremeMagicka.esp  [Version 0.90]42  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]43  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]44  RenGuardOverhaul.esp45  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]46  nGCD.esp++  nGCD Skeleton Key.esp47  ProgressGSD.esp  [Version 2.0]48  ProgressMBSP.esp  [Version 2.0]49  ProgressSBSP.esp  [Version 1.0]4A  ProgressRBSP.esp  [Version 1.0]4B  ProgressRacial.esp4C  ProgressArmorer.esp  [Version 1.0]4D  Legendary Abilities-Reflect MOJ.esp4E  Grandmaster of Alchemy.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp4F  bgBalancingEVCore.esp  [Version 10.52EV-D]50  bgMagicEV.esp  [Version 1.7EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]51  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]52  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]53  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  [GFX]_Initial_Glow-all.esp54  Get Wet.esp++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]55  Cobl Silent Equip Misc.esp  [Version 01]56  Bashed Patch, 0.esp57  Streamline 3.1.esp


The only things I have changed are:

set nGCD.iSkillMax to 200 ; 100
set nGCD.iAttrMax to 200 ; 100
set nGCD.iAttrCap to 200 ; 100

And:

set Progress.iLevelUpSkillCount to 8
set ProgressGSD.iSkillMax to 200

I do use DarNUI but nGCD has overwritten some of Darns menus.

Thanks.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Fri May 13, 2011 12:15 pm

set Progress.iLevelUpSkillCount to 8

This is probably your problem. Bump that up to 28 (matching nGCD.iSkillLevelDivisor) and it should be good.

Note that Progress.iTrainingSkills (just below) should probably be set to 9999; nGCD's level advancement method doesn't reliably reset your training count when your level changes.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Fri May 13, 2011 2:03 pm

Hi tejón - I'm having trouble getting Progress to initialise. I've started a new game with only Progress enabled to test, with no adjustments to the .ini files and no plugins in obse\plugins. I'm using the latest v18 of obse. I'm right at the start in prison and haven't initialised Dreth's speech. Any suggestions?

Load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  Progress.esm  [Version 2.2]02  ProgressGSD.esp  [Version 2.0]03  ProgressMBSP.esp  [Version 2.0]04  ProgressSBSP.esp  [Version 1.0]05  ProgressRBSP.esp  [Version 1.0]06  ProgressRacial.esp07  ProgressArmorer.esp  [Version 1.0]

OBSE log:
Spoiler
OBSE: initialize (version = 18.6 010201A0)oblivion root = C:\Bethesda Softworks\Oblivion\plugin directory = C:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\patchedHandleNewGameHookOBSE: deinitialize

OBSE loader log:
Spoiler
clearing large-address-aware flag (flags offset = 0000011E checksum offset = 00000160)crc = 7934C86Cdll = C:\Bethesda Softworks\Oblivion\obse_1_2_416.dllhookBase = 001D0000loadLibraryAAddr = 751F4BC6hook thread completelaunching oblivion

User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri May 13, 2011 6:01 pm

Bah, I've gotta fix that. :P Right now, Progress does not announce its initialization as the documentation suggests; it's probably fine. After loading, wait about five seconds for scripts to start; then fire off a few Flares, or jump a few times. If your skills rise at all, Progress is successfully and correctly initialized.

If it's actually broken, let me know and we'll troubleshoot. :)
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sat May 14, 2011 2:11 am

All is well - Thanks for the swift reply!
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Fri May 13, 2011 11:40 pm

Another one for you: got this error in my obse.log:
Error in script 81000ed8Invalid array access - the array was not initialized.    File: Armorer's Advantage.esp Offset: 0x0300 Command: LetError in script 81000ed8Operator [ failed to evaluate to a valid result    File: Armorer's Advantage.esp Offset: 0x0300 Command: Let

I don't know how it's affecting the game though - I've only just started playing, and this was during a test; running from Skingrad to Anvil.

Load Order:
Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  ScreenEffects.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.3]0A  Artifacts.esm0B  Progress.esm  [Version 2.2]0C  Unofficial Oblivion Patch.esp  [Version 3.2.8]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  SM Plugin Refurbish - SI.esp  [Version 1.30]10  All Natural - Real Lights.esp  [Version 0.9.9.5]11  All Natural.esp  [Version 0.9.9.5]12  All Natural - SI.esp  [Version 0.9.9.5]13  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.78]14  QZ Easy Menus.esp15  PrivateQuarters.esp  [Version 2.33]16  RAEVWD Cities.esp  [Version 1.7]17  RAEVWD New Sheoth.esp  [Version 1.5]18  RAEVWD Imperial City.esp  [Version 1.7]19  Willful Resistance.esp  [Version 4.0]1A  Enhanced Economy.esp  [Version 4.2.1]1B  Choices and Consequences.esp  [Version 2.02]1C  sr_super_hotkeys.esp1D  DLCOrrery.esp1E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1F  SM Plugin Refurbish - Orrery.esp  [Version 1.11]20  DLCVileLair.esp21  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]++  Lair_mobs.esp22  DLCMehrunesRazor.esp23  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp24  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]25  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]26  Shdw_Armor Set_Sotonhorian.esp27  SPARTAN VIs Ordinator Lite.esp28  Tyrael Armor.esp29  Daedric Lord Armor.esp2A  CallSteed3.0a.esp  [Version 3.0]2B  DLCThievesDen.esp2C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2E  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]++  Thievesden_mobs.esp2F  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]30  Cobl Glue.esp  [Version 1.72]31  Cobl Si.esp  [Version 1.63]32  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]33  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp34  OMOBS_SI.esp35  Choices and Consequences - OOO.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.3]36  ArmamentariumArtifacts.esp  [Version 1.3]37  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]38  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]39  FCOM_RealSwords.esp  [Version 0.9.9]3A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  OMOBS_MMM.esp++  OMOBS_MMM_H&C_Ammo.esp++  TamrielTravellerAdvScript.esp  [Version 1.40Alpha]3F  TamrielTravellers4OOO.esp  [Version 1.39c]40  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_ArcheryRealSwords.esp  [Version 2]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]41  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  MMM-Cobl.esp  [Version 1.73]42  Amajor7 Imperial Furniture.esp43  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]44  AyleidArrows.esp  [Version 1.8]45  goldenarrowarcheryshopfixedprices.esp46  LostSwordOfTheAylied.esp47  LostSwordOfTheAylied - Claymore Add-On.esp48  LostSwordOfTheAylied - OBSE Add-On.esp49  The Ayleid Steps.esp  [Version 3.4]4A  thievery.esp4B  thievery - EE patch.esp  [Version 4.2]4C  VaultsofCyrodiil.esp4D  VHBloodlines 1.2.esp  [Version 1.4]4E  DLCFrostcrag.esp4F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]50  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]51  FrostcragAlchemySorter.esp++  DLCFrostcrag_MysticEmporiumPatch.esp52  Knights.esp53  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]54  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 2.0]++  KotN Wayshrine Fix.esp55  MannimarcoRevisited.esp56  MannimarcoRevisitedOOO.esp  [Version 0.1]57  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]58  xuldarkforest.esp  [Version 1.0.5]59  xulStendarrValley.esp  [Version 1.2.2]5A  xulTheHeath.esp5B  MMMMWL-TheHeath patch.esp5C  XulEntiusGorge.esp5D  xulFallenleafEverglade.esp  [Version 1.3.1]5E  xulColovianHighlands_EV.esp  [Version 1.2.1]5F  xulChorrolHinterland.esp  [Version 1.2.2]60  xulLushWoodlands.esp  [Version 1.3]61  xulAncientYews.esp  [Version 1.4.2]62  xulAncientRedwoods.esp  [Version 1.6]63  xulCloudtopMountains.esp  [Version 1.0.3]64  xulRollingHills_EV.esp  [Version 1.3.2]65  goldenarchery-rollinghills fix.esp66  MMMMWL-RollingHills patch.esp67  xulPantherRiver.esp68  xulRiverEthe.esp  [Version 1.0.2]69  xulBrenaRiverRavine.esp  [Version 1.0.2]6A  xulImperialIsle.esp  [Version 1.6.5]6B  xulBlackwoodForest.esp  [Version 1.0.4]6C  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]6D  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]6E  Birthsigns Expanded.esp  [Version 3.11.]6F  Visual Health Indication, Cobl.esp  [Version 1.0]70  Kyoma's Journal Mod.esp  [Version 3.2.0]++  GotNoClass.esp71  P1DkeyChain.esp  [Version 5.00]72  SetsunaDummyTraining.esp73  StarX Vampire Deaths.esp74  Toggleable Quantity Prompt.esp  [Version 3.1.1]75  Quest Award Leveller.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp76  boh_dungeonbgone.esp77  SupremeMagicka.esp  [Version 0.89]78  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]79  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]7A  FearsomeMagicka.esp7B  RshAlchemy.esp7C  RshAlchemyRecipes.esp7D  attack and hide medium v2.1.esp7E  StealthOverhaul.esp7F  Thievery_Easy_Thrill.esp80  RenGuardOverhaul.esp81  Armorer's Advantage.esp82  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp83  Duke Patricks - Actors Can Miss Now.esp84  CLS-OldFriends-OBSE.esp85  IDFQR, Cobl.esp  [Version 1.4]86  nGCD.esp87  nGCD Oghma Infinium.esp88  ProgressGSD.esp  [Version 2.0]89  ProgressMBSP.esp  [Version 2.0]8A  ProgressSBSP.esp  [Version 1.0]8B  ProgressRBSP.esp  [Version 1.0]8C  ProgressRacial.esp8D  ProgressArmorer.esp  [Version 1.0]++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]8E  Cobl Races.esp  [Version 1.52]++  TamrielTravellers Cosmetics Cobl or RBP.esp8F  TRAP.esp90  Enhanced Economy - Soulgems.esp  [Version 4.2.1]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]91  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]92  Bashed Patch, 0.esp93  Streamline 3.1.esp

User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Sat May 14, 2011 4:18 am

First, and most importantly: are you running the release version of OBSE v0018? If you're still on one of the betas, that's a known issue which is fixed in release.

If you're using 0018-final, I've still seen that crop up once in a while; in this case it seems to be an OBSE initialization error, which is fairly rare (probably less than 1% of game starts) but AFAIK can only be fixed by quitting (completely) and reloading. You'll usually see those errors start immediately on game load, but perhaps not always. There doesn't seem to be any way to force this to happen: the exact same save, even in an empty room, can produce those errors once but never again. That's why I think it's an initialization issue in OBSE, and also means I can't really do anything about it at my end (no way to reproduce = no way to test).

The good news is, in pretty much all of the situations where my mods can produce such an error, there's no permanent damage -- it will self-correct once the script starts running correctly. So if you see that after playing for a while, just save and quit, then reload. For that matter, if you only see it once (not repeated over and over again) it probably fixed itself and can be ignored completely.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Sat May 14, 2011 5:06 am

Ok - thanks. I'm running the latest version of obse, btw.

Cheers :)
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Fri May 13, 2011 3:43 pm

Is it possible to get Birthsigns Expanded not to use the vanilla detect life effect for "soul hunger"? I installed Life Detected, but I get the Life Detected effect overlayed on the vanilla purple glow...
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Fri May 13, 2011 5:25 pm

Is it possible to get Birthsigns Expanded not to use the vanilla detect life effect for "soul hunger"? I installed Life Detected, but I get the Life Detected effect overlayed on the vanilla purple glow...

That should be completely impossible. :blink: Life Detected overrides the vanilla shader, so the game shouldn't even know how to produce it. If you're seeing the purple clouds AND the Life Detected effect, another mod has added the vanilla shader back in as a new effect. Does Supreme Magicka do something with life detection?
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Fri May 13, 2011 10:28 pm

I'd forgotten about SM (d'oh!), but changing the .ini did nothing. In TES4Edit, the soul hunger spell references the effect shader 'effectDetectLife', whereas Life Detected references the effect shader 'LifeDetected' - would that explain how I'm getting both?

Edit: Correction - the soul hunger effect spell references the Magic Effect 'Detect Life', which references the shader 'effectDetectLife'. I don't understand where LifeDetected (the shader) fits in
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Sat May 14, 2011 1:17 am

Back from a nice long Independence Day vacation...


Not at present, is there an issue?

Koki, if you're using Progress Mercantile be sure to turn off EE's value-based mercantile progression. They do the same thing, and are not aware of each other... so if you have both active, you'll gain Mercantile skill twice as fast as you should.

I was wondering if WR affected NPCs... I hope I did not miss that in the ReadMe somewhere. Otherwise, no, no problem here. ^____^
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Sat May 14, 2011 2:13 am

I was wondering if WR affected NPCs... I hope I did not miss that in the ReadMe somewhere. Otherwise, no, no problem here. ^____^

Yes WR effects NPCs.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Sat May 14, 2011 6:16 am

Tomlong: It's down at the bottom, in the change log. "Version 2 - Now affects NPCs!" Also all that stuff about CLEAN and ASSERT modes, leaving them active for half an hour to make sure far-off NPCs are cleaned up. So yeah, it affects NPCs. ;) What's up?

Edit: Correction - the soul hunger effect spell references the Magic Effect 'Detect Life', which references the shader 'effectDetectLife'. I don't understand where LifeDetected (the shader) fits in

effectDetectLife is what plays on an actor gaining the Detect Life effect. If you're in third person and you cast a Detect Life spell, it's part of the effect you'll see. (The generic Mysticism spell mesh is most of it, but there are some particles and a momentary skin discoloration that are unique to Detect Life.)

Internally, the Detect Life effect is handled by playing the LifeDetected shader on the screen, playing it on any actors regardless of line-of-sight; like Night Eye, it's handled entirely by the video card (and completely useless to NPCs, since they don't have a monitor to look at). The reference to the LifeDetected effect is hard-coded, and not visible anywhere in TES4Edit, which is why you couldn't find it. :)

Since the engine directly references the LifeDetected shader, and my Life Detected mod edits it to something other than purple clouds, there's literally no explanation for them appearing other than a different mod adding that effect and, when it sees a Detect Life effect on the player, either playing it as a full-screen shader (which would require OBGE, I think?) or detecting all actors in range and explicitly playing it on them. The only reason I could think of to jump through those hoops is if you want to implement specific, independent detection for living, undead, etc. creatures; so it's probably going to be a magic overhaul. SM was the only one I saw on your list, but I only skimmed it... but now you know pretty much everything I do about the situation!
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Fri May 13, 2011 6:21 pm

Tomlong: It's down at the bottom, in the change log. "Version 2 - Now affects NPCs!" Also all that stuff about CLEAN and ASSERT modes, leaving them active for half an hour to make sure far-off NPCs are cleaned up. So yeah, it affects NPCs. ;) What's up?


effectDetectLife is what plays on an actor gaining the Detect Life effect. If you're in third person and you cast a Detect Life spell, it's part of the effect you'll see. (The generic Mysticism spell mesh is most of it, but there are some particles and a momentary skin discoloration that are unique to Detect Life.)

Internally, the Detect Life effect is handled by playing the LifeDetected shader on the screen, playing it on any actors regardless of line-of-sight; like Night Eye, it's handled entirely by the video card (and completely useless to NPCs, since they don't have a monitor to look at). The reference to the LifeDetected effect is hard-coded, and not visible anywhere in TES4Edit, which is why you couldn't find it. :)

Since the engine directly references the LifeDetected shader, and my Life Detected mod edits it to something other than purple clouds, there's literally no explanation for them appearing other than a different mod adding that effect and, when it sees a Detect Life effect on the player, either playing it as a full-screen shader (which would require OBGE, I think?) or detecting all actors in range and explicitly playing it on them. The only reason I could think of to jump through those hoops is if you want to implement specific, independent detection for living, undead, etc. creatures; so it's probably going to be a magic overhaul. SM was the only one I saw on your list, but I only skimmed it... but now you know pretty much everything I do about the situation!
I figured something like that. It is has been forever since I have played the game. I don't even have a load order together, at the moment...
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Fri May 13, 2011 10:04 pm

Heh - I may now technically know everything you do, but that don't mean I unnerstan' it! Well I think I have it figured out, though I haven't tested yet: There are 2 methods for turning off Supreme Magicka's shader, and I think I used the wrong one. I'm sure it's safe to say that it's not Life Detected's fault. Thanks for the info though - I get the gist of it anyway!

While I'm here, I'd like to say thanks for your great mods! I've played with nGCD and Progress from the time I found them. Same for Willful Resistance. I'm using Birthsigns Expanded and TRAP now too. It'd take a while to discover everything they offer, but I'm playing a Dark Elf born under the Serpent, and the Serpent certainly does add quite a role-playing dimension. If you chose it for the wrong character it would be terrible, but it fits this one! Though it would be hard to make that mistake, given the description at chargen.
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Sat May 14, 2011 1:12 am

You know the link for ko punch is on the boars and pigs link...
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Fri May 13, 2011 11:04 pm

You know the link for ko punch is on the boars and pigs link...

Heh, funny that nobody noticed that yet. Probably because it was released as its own thread, and then almost immediately became a Bashed Patch option. :)
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Sat May 14, 2011 4:55 am

Heh, funny that nobody noticed that yet. Probably because it was released as its own thread, and then almost immediately became a Bashed Patch option. :)

Edit: Should I disable the skill gain per barter transaction in Progress if I am using EE's smarter mercantile progression module?
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

PreviousNext

Return to IV - Oblivion