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

Post » Sat May 14, 2011 2:02 am

Edit: Should I disable the skill gain per barter transaction in Progress if I am using EE's smarter mercantile progression module?

To be honest, I'm not sure. Depends on how EE's feature is implemented. 99% likely that it doesn't matter at all. Definitely don't use ProgressMercantile, though.
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мistrєss
 
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Post » Fri May 13, 2011 9:25 pm

Hey Tejon. I have a question regarding Fizzle. Would it be possible to disable spell failure chance in regards to scrolls? I play OOO, and really need to use Open Lock scrolls to safely pop open chests. Since my Alteration skill is rather low, the really high rank scrolls almost never work. Admittedly, I could reload till it works, but that's no fun.

Anyhow, I've always seen scrolls as a support for a no-magic / low-magic user. After all, scrolls are single-use and can't always be found, so adding a Fizzle chance seems somewhat unfair.

If this can be done, it should be entirely optional, of course (That's why I love your mods - they're completely configurable, though I usually use your defaults.).

I love everything else about Fizzle; it's just this little thing that bugs me.

Thank you for making such awesome mods!
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Ebou Suso
 
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Post » Sat May 14, 2011 7:43 am

Would it be possible to disable spell failure chance in regards to scrolls?

:o Scrolls were never intended to have a failure chance at all!

It never ceases to amaze me, the horrid bugs which go unreported for years because people just assume they're intended... I'll fix this soon.
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Nick Tyler
 
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Post » Sat May 14, 2011 1:35 am

Huh. I knew there was a reason the hairs on the back of my neck were on end - go, go, programmer intuition, I guess.

Good to know this'll be fixed... assuming I'm not the only one with this problem. Thanks again!
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glot
 
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Post » Fri May 13, 2011 7:15 pm

I am not sure whether or not my PC can make it out of the starter dungeon with SM and nGCD, no Immediate Chargen, at the beginning. The rats are killing him. :(
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Nick Pryce
 
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Post » Sat May 14, 2011 8:10 am

I was surprised to find... http://www.gamesas.com/index.php?/topic/1111995-new-build-issues/

As soon as http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot6.jpg shows up, eating a Cairn Bolet Cap or Flour no longer gives the restore health effect. The problem lies in nGCD.esp, not the add-on plugin.
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Bones47
 
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Post » Sat May 14, 2011 9:47 am

I was surprised to find... http://www.gamesas.com/index.php?/topic/1111995-new-build-issues/

As soon as http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot6.jpg shows up, eating a Cairn Bolet Cap or Flour no longer gives the restore health effect. The problem lies in nGCD.esp, not the add-on plugin.

Is that a vanilla tutorial screen? Those were the very first thing I modded out, haha. (That mod is still bundled with nGCD.)

I'm not sure what to tell you, here. If you're not seeing a Restore Health effect when you eat an ingredient with Restore Health in the first slot, the problem isn't nGCD. Effects are read-only to nGCD, and the only ones it even looks at are Fortify/Drain Skill/Attribute/Health/Magicka. (Note the absence of Restore, there.)

Are you running the OBSE, OBME or AddActorValues betas? I could see nGCD potentially triggering new bugs in one of those. If this is with OBSE 0018b and no plugins, then I have no idea.

And I can't think of any reason, at all, under any circumstances, that it would only happen after you see that low health tutorial pop-up. Well, except for some other mod detecting your health level and killing any Restore Health effects if you're under a certain threshold, but that would seem rather ridiculous (and should have come up in your isolation testing).

Edit: Since when does Flour have Restore Health on it? :blink: Is that from some other ingredients mod? Did you test nGCD in complete isolation, or with your entire load order already in place because it was the last thing you checked?

Edit2: Ahh, you were referring to Restore in general. So no ingredient effects are working? Question about testing in isolation still stands. There's just got to be something else afoot here.
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Jodie Bardgett
 
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Post » Fri May 13, 2011 9:09 pm

I have tested with nGCD in isolation. I posted the LO in the other thread. I can post it here, if you want. Flour has a Restore Fatigue effect, normally, haha... Anyway, I am using OBSE v18. I will not upgrade to v19 until I have my LO running as smoothly as possible. I only came across this by chance, seriously might not have ever seen this one.

Another question: Is there a reason that a record for the Abandoned Mine is included?

 Volume in drive C has no label. Volume Serial Number is D000-45E4 Directory of C:\Games\Oblivion\Data\OBSE\Plugins08/22/2010  06:40 PM              .08/22/2010  06:40 PM              ..08/19/2010  07:05 PM              ComponentDLLs05/20/2010  07:55 PM           326,144 ConScribe.dll08/22/2010  06:40 PM               134 ConScribe.ini05/20/2010  07:57 PM           138,031 ConScribe_readme.rtf02/05/2009  07:49 AM           147,456 FastExit2.dll08/22/2010  05:18 PM              In Use05/20/2008  09:08 AM            46,080 OBSE_Elys_Uncapper.dll05/19/2008  01:53 PM               386 OBSE_Elys_Uncapper.ini01/26/2010  05:07 AM           332,800 sr_Oblivion_Stutter_Remover.dll08/20/2010  11:52 AM             2,470 sr_Oblivion_Stutter_Remover.ini01/26/2010  05:04 AM            33,624 sr_Oblivion_Stutter_Remover.txt08/21/2010  08:42 PM              Storage               9 File(s)      1,027,125 bytes               5 Dir(s)  372,283,105,280 bytes free



Edit:

Active Mod Files:00  Oblivion.esm01  DLCShiveringIsles.esp02  nGCD.esp03  nGCD Oghma Infinium.esp

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Luis Longoria
 
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Post » Sat May 14, 2011 12:40 am

I have tested with nGCD in isolation.

Okay... when you consume an ingredient from the inventory menu, does no icon appear in the upper right? If you go to the active effects page without leaving menu mode, do you find no effect listed? Or are the effects there and just not functioning?

Is there a reason that a record for the Abandoned Mine is included?

Nope! That's dirty, good catch. Generally harmless; CS fixed the water level (was negative billions) when I clicked in the cell edit window to add my dummy cell. Good ol' CS! Just checked and I've got half a dozen mods (mostly not mine, including OOO!) making this same edit... and one (Let There Be Darkness) legitimately editing it. Anyway, that's definitely not related to this.
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Bethany Watkin
 
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Post » Sat May 14, 2011 8:40 am

Okay... when you consume an ingredient from the inventory menu, does no icon appear in the upper right? If you go to the active effects page without leaving menu mode, do you find no effect listed? Or are the effects there and just not functioning?


Nope! That's dirty, good catch. Generally harmless; CS fixed the water level (was negative billions) when I clicked in the cell edit window to add my dummy cell. Good ol' CS! Just checked and I've got half a dozen mods (mostly not mine, including OOO!) making this same edit... and one (Let There Be Darkness) legitimately editing it. Anyway, that's definitely not related to this.

One of my first impulses was to check the active effects menu. I actually checked my health status too, since that was the whole reason I bothered with the ingredients anyway. However, the action does add toward raising Alchemy. My PC advanced once or twice while I tried to figure out what in the world had happened. I wonder if this is related to my first issue, where the game would crash when my PC would try to consume certain ingredients...

Yah, I know. I actually manually removed around ten water edits from OOO, talk about pain...
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Far'ed K.G.h.m
 
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Post » Sat May 14, 2011 7:56 am

Does this issue only occur with ingredients that are already in your inventory in that saved game? Try console-adding a few different things. What about non-Restore ingredients?

Edit: Also, just for fun, pull Shivering and the Oghma patch.
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Imy Davies
 
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Post » Fri May 13, 2011 8:33 pm

I have tried other ingredients: Summer Bolet Cap, St. What-His-Face' Wart Necta, Dragon Tongue... None of the effects of these vanilla guys show...


Edit: Let me go pull the empty SI plugin, the add-on (which I have tested without previously) and try to find some new plants.
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Donald Richards
 
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Post » Sat May 14, 2011 12:25 am

What are your Alchemy and Luck?
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Lynette Wilson
 
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Post » Fri May 13, 2011 11:42 pm

What are your Alchemy and Luck?

I have to go check. I just start with random characters.

Test Results??
green cap thingy - fatigue - fail
garlic - resist disease - fail
cheese wedge - restore fatigue - pass
cheese wheel - restore fatigue - not sure
bread loaf - restore fatigue - pass
St. Jahn's Wart Nectar - resist fire - fail
Cairn Bolet Cap - restore health - fail
Fly Amanita Cap - restore agility - fail
other random stuff passed and failed... (pulling everything of the top of my head here...)


Edit: test was conducted on Test (no last name) the Imperial - Luck 50, Alchemy 5
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Rachel Tyson
 
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Post » Fri May 13, 2011 8:25 pm

What is your setting for nGCD.bLuckAlwaysIncreases ?
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louise hamilton
 
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Post » Fri May 13, 2011 8:11 pm

What is your setting for nGCD.bLuckAlwaysIncreases ?

It is set to 1.

Spoiler
; -------------; nGCD.ini v1.0; -------------; All of the values used in nGCD calculations can be adjusted here, with the; exception of skill influence ratios which are found in nGCDSkillSpread.ini.; I have included settings not actually used by nGCD's standard configuration,; for those who would like to experiment. The default for each value is listed; after a semicolon.;; You can have individual configuration per character by making a copy of this; file and renaming it like this:  nGCD - Character Name.ini; So if your character is named Gabo gra-Nozak, her settings would be contained; in the file named:  nGCD - Gabo gra-Nozak.ini; If no unique file exists for a given character, the generic nGCD.ini will be; used. This same character-naming method can be used for nGCDSkillSpread.ini.; - CLEAN -; Use this option to cleanly remove nGCD from a saved game, as described in; the nGCD Readme.; - ASSERT -; This option disables nGCD's optimization checks, causing it to run its full; process every frame rather than only when key changes are detected. This is; useful for troubleshooting, and also for those who would like to test out; changes to the other settings from the console, because otherwise they would; not take effect immediately in game mode.set nGCD.CLEAN                          to  0       ; 0set nGCD.ASSERT                         to  0       ; 0; Class Attributes and Luck; -------------------------; After all the skill calculations are complete and their attribute influence; has been calculated (see nGCDSkillSpread.ini), each attribute is in that same; magic 0.0 to 1.0 range. Before being multiplied by AttrMax, this value is; again exponentiated based on your race, birthsign, and whether the attribute; is favored to your class. The formula is:; exponent = 1 - ((RacialAttr + ClassAttr) / AttrMax); RacialAttr is detected automatically.; - ClassAttr -; The amount that "class favored" status adds to your base attribute modifiers.; - ManageLuck -; If disabled, nGCD will not enforce a value for Luck, allowing other mods to; control it. Settings below only apply if this is enabled.; - LuckAlwaysIncreases -; When disabled, nGCD will not increase your Luck unless it is one of your; class attributes. Enabling this causes Luck to increase for all characters.; - LuckGetsClassAttr -; Determines whether or not Luck receives the ClassAttr bonus when selected as; a class attribute. Enable this if you enable LuckAlwaysIncreases, or if you; want slightly faster Luck progression when selecting it as a class attribute.; - ForceBaseLuck -; If set to 0 or higher, this value is used in place of the character's racial; base Luck value.set nGCD.iClassAttr                     to  5       ; 5set nGCD.bManageLuck                    to  1       ; 1set nGCD.bLuckAlwaysIncreases           to  1       ; 0set nGCD.bLuckGetsClassAttr             to  1       ; 0set nGCD.iForceBaseLuck                 to -1       ;-1; Skill and Attribute Ranges; --------------------------; - SkillMax -; Before calculations are performed, base skill values are divided by SkillMax; with the assumption that the result will be between 0.0 and 1.0. If you use; a mod which allows skill progression over 100, set SkillMax to the highest; value that mod allows.; - AbilitiesReduceSkillMax -; In Vanilla Oblivion, Fortify Skill abilites are added to your base skill; values. The 100-cap on skills includes any Ability bonus; for instance if; you have 70 Acrobatics and Fortify Acrobatics 30 you are considered to have; 100 Acrobatics, gain the Master perk, and cannot advance the skill. To avoid; reducing your character's potential, nGCD reduces SkillMax for skills which; have a bonus from Ability effects; in the example above, the SkillMax for; Acrobatics would be set to 70. In certain situations, such as vampirism, you; can gain and lose Fortify Skill effects; this causes some fluctuation in; your character's attributes and level. If you dislike the side effect, you; can set this option to 0. Additionally, if you use a mod which lets your; skills progress past 100, adjustment is unnecessary and you should set this; to zero.; - AttrMax -; After all other calculations are performed, and assuming none of your skills; are higher than SkillMax, your attributes are also a value in the 0.0 to 1.0; range. These are multiplied by AttrMax to yield the final attribute score.; - AttrCap -; nGCD will not set an attribute higher than this value. This does not affect; any calculations, it only truncates any higher value. For instance, if you; set AttrMax to 125 and AttrCap to 100, all the calculations will be done; assuming a maximum value of 125, causing faster advancement, but you still; won't gain attributes over 100 due to the cap. This value cannot be set; higher than 255, and will have no effect if it is higher than AttrMax.; Settings below which cause adjustments to AttrMax will also adjust AttrCap.; - AbilitiesObeyAttrMax -; An "Ability" is a permanent spell effect. Some mods use them, and they're; how a birthsign grants an attribute bonus. Normally this kind of effect; cannot make an attribute go over 100, and nGCD preserves the standard; behavior by subtracting any Ability bonus from AttrMax for that attribute.; If you have +10 Agility from The Thief, for instance, nGCD will calculate; Agility as if AttrMax were 90 (assuming it's set to the default 100). When; your Ability modifiers are added, your attributes will still obey the; maximum. If you would rather allow Abilities to push you over the normal; cap, set this to 0.; - RacialAttributesOffset -; This value is added to the racial attributes for nGCD's calculations. For; instance, setting it to -20 would cause racial attributes of 30, 40 and 50; to generate nGCD base attributes of 10, 20 and 30.; - RacialAttributesRatio -; After offset, The racial base attribute is multiplied by this value to set; the final value for each attribute. (Options below also use this modified; racial value.); AttrMin and AttrMax, rather than between AttrMin and (AttrMax + AttrMin).; - AttrMin -; This value is added to calculated attributes. If you set this to -1, racial; base attributes are treated as a bonus and have no influence on gain rates.; - AttrMinRaisesAttrMax -; By default, calculation ranges are constrained to yield results between the; specified AttrMin and AttrMax. If this option is enabled, AttrMin is also; added to AttrMax; this is primarily intended for use with racial minimums,; i.e. AttrMin -1; some settings below work only in this configuration.; - RacialAttributesBaseValue -; - RacialAttributesBaseLuck -; If AttrMin is set to -1 and AttrMinRaisesAttrMax is enabled, this sets the; racial attribute value which will cause the normal AttrMax/AttrCap attribute; values to be generated. Higher racial attributes will increase the cap, and; lower ones will reduce it, by the difference between the actual racial value; and this number. For instance, with this value set to 40: an attribute with a; racial base of 30 will generate a maximum value of 90, a racial base of 50; will generate a maximum value of 110, and a racial 40 will have the default; cap of 100. Luck is calculated from a separate base value. These values are; not relative to the offset or ratio calculations above! Set them according to; base racial attributes, even if nGCD is using modified numbers elsewhere.; - RacialAttrMaxRatio -; This is a multiplier to the AttrMax adjustment as described above. With the; previous example and this value set to 2.5, a racial attribute of 30 will; cap that attribute at 75 and a racial 50 will cap at 125.set nGCD.iSkillMax                      to  200     ; 100set nGCD.bAbilitiesReduceSkillMax       to  0       ; 1set nGCD.iAttrMax                       to  200     ; 100set nGCD.iAttrCap                       to  200     ; 100set nGCD.bAbilitiesObeyAttrMax          to  0       ; 1set nGCD.iRacialAttributesOffset        to  0       ; 0set nGCD.fRacialAttributesRatio         to  1.0     ; 1.0set nGCD.iAttrMin                       to  0       ; 0set nGCD.bAttrMinRaisesAttrMax          to  0       ; 0set nGCD.iRacialAttributesBaseValue     to  40      ; 40set nGCD.iRacialAttributesBaseLuck      to  50      ; 50set nGCD.fRacialAttrMaxRatio            to  1.0     ; 1.0; Skill Exponent; --------------; After division by SkillMax, the each skill is raised to an exponent which; depends on its class status. These too are between 0.0 and 1.0, guaranteeing; the final result also conforms to that range. Note that exponentiation of; fractions yields a higher result with a lower exponent.; - SkillExpBase -; This is the default exponent for skills which are not modified by any of the; following. The other modifiers are added to this (note that they are negative; values). The final exponent may not be less than 0.; - SkillExpClass -; Exponent modifier for class skills.; - SkillExpSpec -; Exponent modifier for class specialization skills (Combat, Magic, Stealth).; - SkillExpRaceFlat -; Exponent modifier for any skill with a racial bonus, regardless of how much; the bonus is.; - SkillExpRaceScale -; Exponent modifier for any skill with a racial bonus, multiplied by the value; of the bonus.;; The additional columns in this section are alternate recommendations. The; third column is recommended if you would like character class to play a; stronger role than normal in nGCD. The fourth is if you would rather have; class play no role at all.set nGCD.fSkillExpBase                  to  0.98    ; 0.98	 1.0	 0.95set nGCD.fSkillExpClass                 to -0.05    ;-0.05	-0.1	-0.0set nGCD.fSkillExpSpec                  to -0.03    ;-0.03	-0.05	-0.0set nGCD.fSkillExpRaceFlat              to -0.0     ;-0.0	set nGCD.fSkillExpRaceScale             to -0.0     ;-0.0	; Level Determination; -------------------; Level is computed from the total value of all skills, adjusted according to; the following values.; - SkillLevelBase -; Before being added to the level pool, skills are multiplied by this value,; plus any of the following values which apply. Base skills are used, not the; fractional values generated by the formulas described previously.; - SkillLevelClass -; Added to SkillLevelBase for class skills.; - SkillLevelSpec -; Added to SkillLevelBase for specialized skills.; - SkillLevelRaceFlat -; Added to SkillLevelBase for skills with a racial bonus, regardless of amount.; - SkillLevelRaceScale -; Multiplied by racial bonus amount, then added to SkillLevelBase.; - SkillLevelDivisor -; The level pool is offset by an amount computed from both starting and current; skills, to guarantee all characters start at level 1 but have the same cap.; It is divided by this value (rounding down) to yield actual character level.;; Extra columns are the same as described in the previous section.set nGCD.fSkillLevelBase                to  0.75    ; 0.75	0.5	1.0set nGCD.fSkillLevelClass               to  0.50    ; 0.50	1.0	0.0set nGCD.fSkillLevelSpec                to  0.25    ; 0.25	0.5	0.0set nGCD.fSkillLevelRaceFlat            to  0.0     ; 0.0set nGCD.fSkillLevelRaceScale           to  0.0     ; 0.0set nGCD.iSkillLevelDivisor             to  28      ; 28; Health, Magicka, and Magicka Regeneration; -----------------------------------------; Each of these derived attributes is controlled by a similar set of variables.; First, there is a flat base value. Next, each attribute is modified by a; multiplier and added to the base. Then the skill influence total (defined in; nGCDSkillSpread.ini) is multiplied by a flat value, and by each of the; attributes, again with a modifier. The skill results are added together, and; divided by the SkillDivisor. This is added to the base for the final result.; Magicka regeneration is in points per second. Finally, if the outcome is less; than a specified minimum, the minimum is used instead.;; - ManageHealth -; - ManageMagicka -; - ManageRegen -; If one of these is set to 0, nGCD will not calculate that attribute, allowing; other mods to handle any or all of health, magicka or regeneration. Setting a; value of -1 will restore vanilla Oblivion behavior for Magicka or Regen. The; -1 setting also restores the vanilla game settings for Health, but because of; the different mode for setting level this will not cause you to gain health; by the vanilla method: use this setting only if you wish to use another; retroactive-health mod which assumes but does not force the vanilla settings.; - RegenDuringSleep -; - RegenDuringWait -; Set these to 0 if you use any other mod which controls Magicka regeneration; during sleep or while waiting, respectively.set nGCD.bManageHealth                  to  1       ; 1set nGCD.bManageMagicka                 to  1       ; 1set nGCD.bManageRegen                   to  1       ; 1set nGCD.bRegenDuringSleep              to  1       ; 1set nGCD.bRegenDuringWait               to  1       ; 1set nGCD.fHealthSkillFlatMult           to  0.0     ; 0.0set nGCD.fHealthSkillStrengthMult       to  0.0     ; 0.0set nGCD.fHealthSkillIntelligenceMult   to  0.0     ; 0.0set nGCD.fHealthSkillWillpowerMult      to  0.0     ; 0.0set nGCD.fHealthSkillAgilityMult        to  0.0     ; 0.0set nGCD.fHealthSkillSpeedMult          to  0.0     ; 0.0set nGCD.fHealthSkillEnduranceMult      to  5.0     ; 5.0set nGCD.fHealthSkillPersonalityMult    to  0.0     ; 0.0set nGCD.fHealthSkillLuckMult           to  0.0     ; 0.0set nGCD.iHealthSkillDivisor            to  700     ; 700set nGCD.fHealthBaseStrengthMult        to  0.0     ; 0.0set nGCD.fHealthBaseIntelligenceMult    to  0.0     ; 0.0set nGCD.fHealthBaseWillpowerMult       to  0.7     ; 0.7set nGCD.fHealthBaseAgilityMult         to  0.7     ; 0.7set nGCD.fHealthBaseSpeedMult           to  0.0     ; 0.0set nGCD.fHealthBaseEnduranceMult       to  0.6     ; 0.6set nGCD.fHealthBasePersonalityMult     to  0.0     ; 0.0set nGCD.fHealthBaseLuckMult            to  0.0     ; 0.0set nGCD.iHealthBaseFlat                to  0       ; 0set nGCD.iHealthMinimum                 to  0       ; 0set nGCD.fMagickaSkillFlatMult          to  0.0     ; 0.0set nGCD.fMagickaSkillStrengthMult      to  0.0     ; 0.0set nGCD.fMagickaSkillIntelligenceMult  to  2.5     ; 2.5set nGCD.fMagickaSkillWillpowerMult     to  0.0     ; 0.0set nGCD.fMagickaSkillAgilityMult       to  0.0     ; 0.0set nGCD.fMagickaSkillSpeedMult         to  0.0     ; 0.0set nGCD.fMagickaSkillEnduranceMult     to  0.0     ; 0.0set nGCD.fMagickaSkillPersonalityMult   to  0.0     ; 0.0set nGCD.fMagickaSkillLuckMult          to  0.0     ; 0.0set nGCD.iMagickaSkillDivisor           to  700     ; 700set nGCD.fMagickaBaseStrengthMult       to  0.0     ; 0.0set nGCD.fMagickaBaseIntelligenceMult   to  0.65    ; 0.65set nGCD.fMagickaBaseWillpowerMult      to  0.0     ; 0.0set nGCD.fMagickaBaseAgilityMult        to  0.0     ; 0.0set nGCD.fMagickaBaseSpeedMult          to  0.0     ; 0.0set nGCD.fMagickaBaseEnduranceMult      to  0.0     ; 0.0set nGCD.fMagickaBasePersonalityMult    to  0.35    ; 0.35set nGCD.fMagickaBaseLuckMult           to  0.0     ; 0.0set nGCD.iMagickaBaseFlat               to  0       ; 0set nGCD.iMagickaMinimum                to  0       ; 0set nGCD.fRegenSkillFlatMult            to  0.0     ; 0.0set nGCD.fRegenSkillStrengthMult        to  0.0     ; 0.0set nGCD.fRegenSkillIntelligenceMult    to  0.0     ; 0.0set nGCD.fRegenSkillWillpowerMult       to  0.072   ; 0.072set nGCD.fRegenSkillAgilityMult         to  0.0     ; 0.0set nGCD.fRegenSkillSpeedMult           to  0.0     ; 0.0set nGCD.fRegenSkillEnduranceMult       to  0.0     ; 0.0set nGCD.fRegenSkillPersonalityMult     to  0.028   ; 0.028set nGCD.fRegenSkillLuckMult            to  0.0     ; 0.0set nGCD.iRegenSkillDivisor             to  700     ; 700set nGCD.fRegenBaseStrengthMult         to  0.0     ; 0.0set nGCD.fRegenBaseIntelligenceMult     to  0.0     ; 0.0set nGCD.fRegenBaseWillpowerMult        to  0.026   ; 0.026set nGCD.fRegenBaseAgilityMult          to  0.0     ; 0.0set nGCD.fRegenBaseSpeedMult            to  0.0     ; 0.0set nGCD.fRegenBaseEnduranceMult        to  0.0     ; 0.0set nGCD.fRegenBasePersonalityMult      to  0.014   ; 0.014set nGCD.fRegenBaseLuckMult             to  0.0     ; 0.0set nGCD.fRegenBaseFlat                 to  0.0     ; 0.0set nGCD.fRegenMinimum                  to  0       ; 0.0

User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Sat May 14, 2011 1:15 am

Load up Mr. Test again, and wait for nGCD to initialize this time. You're not running any sort of immediate character generation, so you'll probably find his Luck is somewhere around 30?
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Sat May 14, 2011 6:51 am

Load up Mr. Test again, and wait for nGCD to initialize this time. You're not running any sort of immediate character generation, so you'll probably find his Luck is somewhere around 30?

I was surprised by the 50 too. My character has the characteristic 37 or so Luck level at the Sewer Exit. Oh, do you want me to get my main character's stats?


Edit: I will go regenerate Test in a sec, but here are my PC's stats:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5b]03  Francesco's Optional New Items Add-On.esm  [Version 4.5b]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  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Better Cities Resources.esm09  Progress.esm  [Version 2.2]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp0A  Unofficial Oblivion Patch.esp  [Version 3.2.10]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  SM Plugin Refurbish - SI.esp  [Version 1.30]0E  Better Cities .esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  PW_MorrowindFog.esp12  All Natural - Real Lights.esp  [Version 0.9.9.5]13  All Natural.esp  [Version 0.9.9.5]14  All Natural - SI.esp  [Version 0.9.9.5]15  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]16  Distant Chapel Bells.esp17  Cities Alive At Night.esp18  WindowLightingSystem.esp19  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp1A  ImprovedSigns.esp++  Regrowing Nirnroot - Dissappear Reappear.esp  [Version 1.01]1B  Willful Resistance.esp  [Version 4.0]1C  Enhanced Economy.esp  [Version 4.2.2]1D  sr_super_hotkeys.esp  [Version 0.54]++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp**  mz_Shields_SI.esp1E  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]1F  Cobl Glue.esp  [Version 1.72]20  Cobl Si.esp  [Version 1.63]21  Oblivion WarCry EV.esp  [Version 1.09]22  FCOM_WarCry.esp  [Version 0.9.9MB5]23  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]24  OOO 1.32-Cobl.esp  [Version 1.72]25  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]26  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]27  FCOM_RealSwords.esp  [Version 0.9.9]28  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]29  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery.esp  [Version 1.0]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  MMM-Cobl.esp  [Version 1.69]2B  Blood&Mud.esp2C  Blood&Mud - EE patch.esp  [Version 4.2]2D  FCOM_Blood&Mud.esp  [Version 0.9.9]2E  Better Cities - House price patch.esp  [Version 1.0]2F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Enhanced Vegetation [100%].esp30  Toggleable Quantity Prompt.esp  [Version 3.1.1]31  Enhanced Economy - House prices.esp  [Version 1.0]32  nGCD.esp33  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp34  ProgressGSD.esp  [Version 2.0]35  ProgressMBSP.esp  [Version 2.0]36  ProgressRBSP.esp  [Version 1.0]37  ProgressRacial.esp38  ProgressArmorer.esp  [Version 1.0]**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - OOO.esp39  Atmospheric Loading Screens - No Text.esp3A  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVCore - Limr'l.esp3B  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]3C  bgMagicEVPaperChase.esp  [Version 1.68EV]3D  SupremeMagicka.esp  [Version 0.90]3E  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]3F  Better Cities Full - B&M Edition.esp40  Better Imperial City.esp**  [GFX]_Initial_Glow-all.esp++  Real Lava 1.3.esp++  Visually Enchanted Fire.esp++  Visually Enchanted Frost.esp++  Visually Enchanted Shock.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.2]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]41  Bashed Patch, 0.esp42  Streamline 3.1.esp



Oh, I thought I could get the specs from Bash. I'll post back in a sec with specs for both characters. Is there a way to catch the stats with ConScribe or something?


Edit: My guy is at Luck 31 with Alchemy at 5...going back for Test...

Edit: Test's Luck level is actually 17, haha...
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Sat May 14, 2011 11:20 am

Wortcraft internally creates a potion with a strength based on 50% of your Alchemy skill, rounded up. If Alchemy skill is zero, 0/2 still rounds up to zero and you get no effect -- except from Restore Fatigue ingredients, which are handled differently.

Luck adjusts your effective skills by 1 per 2.5 points above/below 50. If your Alchemy skill is 5 and your Luck is more than 12.5 points below 50 (i.e., 37 or lower), your Alchemy skill is actually zero. And I'm pretty sure that's the problem.

This is why that setting is off by default. In fact, it wasn't even there until I caved to tremendously popular demand. People like the idea of Luck and want to see it supported, even if the underlying implementation (which I can do nothing about) is nothing short of disastrous. :(

Edit: But on that note, I should have a chat with JRoush. AddActorValues might be able to change Luck from what it is into what it should be.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Sat May 14, 2011 12:32 am

Wortcraft internally creates a potion with a strength based on 50% of your Alchemy skill, rounded up. If Alchemy skill is zero, 0/2 still rounds up to zero and you get no effect -- except from Restore Fatigue ingredients, which are handled differently.

Luck adjusts your effective skills by 1 per 2.5 points above/below 50. If your Alchemy skill is 5 and your Luck is more than 12.5 points below 50 (i.e., 37 or lower), your Alchemy skill is actually zero. And I'm pretty sure that's the problem.

This is why that setting is off by default. In fact, it wasn't even there until I caved to tremendously popular demand. People like the idea of Luck and want to see it supported, even if the underlying implementation (which I can do nothing about) is nothing short of disastrous. :(

I figured you were going to say something like this after you asked about Luck, of all settings... I have used averaged luck as a setting in my leveling mods since I started using them (with KCAS.) There is a benefit for it... Don't you get more critical hits or something with higher luck? I certainly do not care for it dropping attribute caps.


Edit: Ah, great, my game is not broken and I wasted have a day doing remedial testing on ingredients instead of getting to add the ULs or something... :(
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Sat May 14, 2011 1:45 am

Don't you get more critical hits or something with higher luck?

Not unless there's a mod which adds critical hits. :) IIRC, in vanilla, the only thing it does other than adjust skills (and even then, not above 100) is affect your betting odds in the arena. And that's done with a script. The skill adjustment is the only in-engine effect.

Edit: Ah, great, my game is not broken and I wasted have a day doing remedial testing on ingredients instead of getting to add the ULs or something... :(

Concentrate on the part of that sentence before the "and"...?
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Fri May 13, 2011 9:10 pm

Not unless there's a mod which adds critical hits. :) IIRC, in vanilla, the only thing it does other than adjust skills (and even then, not above 100) is affect your betting odds in the arena. And that's done with a script. The skill adjustment is the only in-engine effect.


Concentrate on the part of that sentence before the "and"...?

Yeah, bright side or whatever... Thanks a lot for the help though. I am going to go snip that water edit and turn off the luck thing, no wonder it was off...


Thanks a bunch, and happy gaming!
- Tomlong75210


Edit: ^____^

Edit: How do I reinitialize nGCD with the new settings?

Edit: Never mind, clean save, got it...
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Sat May 14, 2011 1:21 pm

Several months to late it appears but good to see you back Tejon!
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Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Sat May 14, 2011 5:53 am

Is the LevelDivisor value in nGCD the max level cap?


Edit: That was the wrong questoin. How about, should I raise the level divisor, since I am using Elys' Uncapper?
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Sat May 14, 2011 7:52 am

hate to butt in, but is the -TRAP- mod safe to use?

I started to download it as I also use your expanded birthsigns mod but noticed some comments about a bug or two

was just wondering what was the status before trying to use ,so I could keep my eye out for game breaking bugs


thanks for any replies, and thank you for sharing your work with us
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Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

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