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

Post » Sat May 14, 2011 12:31 pm

should I raise the level divisor, since I am using Elys' Uncapper?

There's no explicit level cap in nGCD, it's just a side-effect of the cap on skills. If you leave the divisor as-is, you'll gain levels at the normal rate, which is probably what you want.

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

Yes, the current version of TRAP is fine. I'm aware of no outstanding bugs.
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Sat May 14, 2011 4:55 am

There's no explicit level cap in nGCD, it's just a side-effect of the cap on skills. If you leave the divisor as-is, you'll gain levels at the normal rate, which is probably what you want.


Yes, the current version of TRAP is fine. I'm aware of no outstanding bugs.

Cool, that works.


Thanks for the reply!
- Tomlong75210
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Sat May 14, 2011 12:13 am

Yes, the current version of TRAP is fine. I'm aware of no outstanding bugs.



thank you very much for your answer and time
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Sat May 14, 2011 2:04 am

I have taken out Armorer's Advantage temporarily after seeing this message:

Error in script 51000ed8
Attempting to evaluate ] but this operator takes no operands
File: Armorer's Advantage.esp Offset: 0x046F Command:
Error in script 51000ed8
Operator ] failed to evaluate to a valid result
File: Armorer's Advantage.esp Offset: 0x046F Command:
Error in script 51000ed8
An expression failed to evaluate to a valid result
File: Armorer's Advantage.esp Offset: 0x046F Command:

TFC was randomly triggered as my character was sneaking or trying to harvest plants or something, and this was the only odd thing I saw in the console. I cannot say whether or not the two are related.
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Sat May 14, 2011 3:39 am

Does Fizzle have a configurable INI?

If not, it would be great if it did.
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Sat May 14, 2011 1:44 pm

Does Fizzle have a configurable INI?

If not, it would be great if it did.


It does indeed have a configurable INI.

Speaking of Fizzle, Tejon, did you manage to fix (or at least, reproduce) the bug I had?
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Sat May 14, 2011 1:20 pm

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 doubt it's just me that *likes* the fact that low level characters with low luck get absolutely $****** by their low luck at the beginning of the game? I kinda like the fact that my character's crummy starting luck cripples their already poor skills still further. Maybe I am a masochist? In any case, I both appreciate the feature and have no complaints that it'll take many of my skills to an effective level of 0 for a new character: it's what I want. Thanks for letting me have that feature.

Did I mention how much I love nGCD and Progress recently? No? Let me mention it one more time: I love them. :wub:

Vac
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Sat May 14, 2011 7:37 am

I have taken out Armorer's Advantage temporarily after seeing this message:

Yeah, that one keeps cropping up. :( Sometimes the script engine just doesn't initialize cleanly and you'll see those constantly right from the start of your play session; that's an issue that will affect more than just my mods, and it should be obvious that something's not right in general. Quitting and restarting Oblivion fixes that. But occasionally you'll get a little hiccup in the middle of nowhere, as you saw; neither I nor Scruggs have figured out exactly why. The upside is, the code checks for invalid data and will reset itself harmlessly if anything is amiss. Better to do nothing than to break your gear!

Does Fizzle have a configurable INI?

Extremely. :D

I both appreciate the feature and have no complaints that it'll take many of my skills to an effective level of 0 for a new character: it's what I want.

Heh! I've yet to go quite that crazy with early-game difficulty, but the sentiment is appreciated; and, like all of nGCD's options, it's there to create possibilities. It's a particularly dangerous one if you don't know the side-effects... but dangerous tools are still tools. It's not going anywhere!
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sat May 14, 2011 12:52 pm

I noticed in the Race Balancing Project Readme that retroactive Endurance is the only part which could theoretically cause problems with nGCD. Is it really causing problems?
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Sat May 14, 2011 9:19 am

I noticed in the Race Balancing Project Readme that retroactive Endurance is the only part which could theoretically cause problems with nGCD. Is it really causing problems?

The reason is that nGCD also has retroactive health. The two scrips use different formulas and don't know about each other, so they might try to set different numbers at the same time, with unpredictable results. Both mods have a way to disable their health scripts, so just pick the one you prefer and turn the other off!
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Fri May 13, 2011 11:59 pm

The reason is that nGCD also has retroactive health. The two scrips use different formulas and don't know about each other, so they might try to set different numbers at the same time, with unpredictable results. Both mods have a way to disable their health scripts, so just pick the one you prefer and turn the other off!

Thank you for the answer, and for your AWESOME Progress and nGCD! :foodndrink: . I can't play anymore without them.

So this means I just have to set nGCD.bManageHealth to 0, if I want to use RBP's Retroactive health system, right?
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Sat May 14, 2011 6:23 am

So this means I just have to set nGCD.bManageHealth to 0, if I want to use RBP's Retroactive health system, right?

Right!
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Sat May 14, 2011 7:20 am

Right!

Good to know. Thanks! :)
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sat May 14, 2011 2:31 am

So, now that I have a lot of free time while waiting for the launch of Unnecessary Violence 2, I am looking at the mods I already have and not understand so well how they work, like nGCD, and planning on how I will create my next character. Recently in the forum I noticed conversations about the comparison between nGCD and Realistic Leveling like http://www.gamesas.com/index.php?/topic/1115547-quick-poll-for-any-levelling-mod-users/. And I see that many claim that nGCD supports more warrior/mage/rogue archetypes, while Realistic Leveling supports a "Jack of all trades type". Is this true?

I am asking because once UV2 launches I plan to make a dual wielding Nord specialized in magic, with the Mage Birthsign, with favored attributes Strength and Willpower, with Major Skills Blade, Blunt, Heavy Armor, Conjuration, Destruction, Restoration, Alteration. And I plan to mainly use these major skills, also a little of the minor skills Armorer, Alchemy, Mysticism. So I plan to roleplay a sort of variation of BattleMage, not be a "Jack of all trades". I also mention that I use Race Balancing Project, so the race and birthsign are modified. Will nGCD react appropriately to the way I want to play and advance the game?

Also I notice in the nGCD Readme that "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." So if I choose Nord I will be disadvantages in the progression of Intelligence and Willpower? And how do I know what is the racial attribute?
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Sat May 14, 2011 6:33 am

The idea that nGCD punishes generalists and encourages more narrow archetypes is... well, true. :) But IMO, it's looking at things from the wrong end. The way the Oblivion skill system works, there is pretty much no reason at all to specialize in one skill set. This seems totally unrealistic to me: in the real world, people (and businesses, and biological species) specialize to gain an advantage. Why is there no advantage in Oblivion? So, nGCD creates one. Warriors will have more hit points, wizards will have more magicka, and rogues will have higher overall base attributes. Being a generalist is still attractive, because a diverse skill set provides obvious benefits of its own! (When I get to play, I still almost always play a hybrid.)

Furthermore, the differences become less and less as the character advances. To put it simply: with all skills at 100, you'll have 100 in all your attributes. Everyone's path to that destination is different, but it all evens out in the end. Most characters aren't actually played up to that point, so there will still be pronounced differences; but it's pretty easy to get everything to 25, and no matter your race or class, you'll gain similar benefits from that.

Finally, all of this only describes the defaults. If you want to play a character where specialization has no effect whatsoever, set nGCD.fSkillExpBase to 1.0 and the other exponent settings to 0; the formula will become linear. Do the same with a base setting of 0.95, and specialization will matter, but only based on what skills are highest, ignoring your class.

It's true that a Nord will have slower progression in Intelligence and Willpower than a Breton. However, the influence of your skills is far more important; and again, this effect becomes progressively less noticeable as you advance. Natural talent gives way to experience in the end.

If you want to return racial attributes to a simple "minimum score," set nGCD.iAttrMin to -1. (You'll probably want to adjust the racial offset and/or multiplier, otherwise your starting skills will be rather high.)
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Sat May 14, 2011 5:07 am

Thank you very much for the information! :bowdown:

I feel that the way you set nGCD is perfect so I will leave it at its defaults.

I prefer to get the challenge that would come natural in my mind when a warrior oriented race like the Nord tries to be a Mage-Warrior mix. Also I think that its appropriate and realistic that the character can't advance in everything so easily, specialization being necessary in some part.

But still, I want to understand better how the mechanism for this specialization works so I know better how to play. Let's see if I understood some small part of the ini at least:

So, once I am specialized in magic all the mage skills will advance faster than the others first of all.

Second, the skills that receive a bonus from race, in my case of Nord, Heavy Armor and Blunt will receive a big bonus, right? But how big? As big as the Mage skills?

Third, the race being Nord I imagine that Strength and Endurance receive a bigger bonus from all skill uses than the other attributes, but being a mage means that I should also receive a bonus for Intelligence and Willpower? But the difference in bonuses differ to favor the race bonuses?

Fourth, once I select Strength and Willpower as favorite attributes all the skills will contribute for their advancement. So strength will get a double bonus from all skills? Will the willpower bonus be equal to the endurance bonus?

And finally, nGCD encourages specialization only with the attribute advancement and leveling up, or is there something else I'm missing?
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Sat May 14, 2011 12:43 pm

So, once I am specialized in magic all the mage skills will advance faster than the others first of all.

Second, the skills that receive a bonus from race, in my case of Nord, Heavy Armor and Blunt will receive a big bonus, right? But how big? As big as the Mage skills?

nGCD does nothing at all to skills. They are read-only. In vanilla, your class and specialization skills increase faster than miscellaneous and non-class skills; nGCD does nothing to change this. Racial skills just get a small bonus, there's no change to advancement.

Progress affects skill advancement, but in this case it matches vanilla by default. There's an optional module which makes racial skills increase a little faster.

Third, the race being Nord I imagine that Strength and Endurance receive a bigger bonus from all skill uses than the other attributes, but being a mage means that I should also receive a bonus for Intelligence and Willpower? But the difference in bonuses differ to favor the race bonuses?

Your class increases the influence of certain skills. Your race increases the benefit that certain attributes get from skill influence. Overall, class is a stronger influence than race.

For instance, a male nord mage with no attribute-raising birthsign starts with 31 Strength, 41 Intelligence, 49 Willpower and 29 Endurance. A male altmer mage starts with 16 Strength, 57 Intelligence, 52 Willpower and 17 Endurance.

Fourth, once I select Strength and Willpower as favorite attributes all the skills will contribute for their advancement. So strength will get a double bonus from all skills? Will the willpower bonus be equal to the endurance bonus?

Class attribute bonuses are a very small effect, just like in vanilla. Basically, they increase your racial attribute by 5. This is configurable in nGCD.ini, though, if you want a bigger effect.

And finally, nGCD encourages specialization only with the attribute advancement and leveling up, or is there something else I'm missing?

Just attributes (including health/magicka), and the effect is front-loaded. A specialist will see higher attributes at a lower level. Eventually the generalist catches up. Level is a linear calculation -- it goes up at the same rate for anyone, though class skills give you quicker level-ups by default.
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Sat May 14, 2011 12:58 pm

Alright, everything is clear now, or at least I think so. Thank you very much again for the information! :foodndrink:

Can't wait for UV 2 to be launched to create my Nord Mage :toughninja: ... Advancement is so very interesting with nGCD :D .
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Sat May 14, 2011 4:49 am

Right!


Its probably not the right thread to ask but if I want to keep NGCD retroactive health over the one from race balancing project how do I do it?
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Sat May 14, 2011 2:42 am

Its probably not the right thread to ask but if I want to keep NGCD retroactive health over the one from race balancing project how do I do it?

You must enter in the console StartQuest bgbHealthToggle and deactivate retroactive endurance.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Sat May 14, 2011 12:58 pm

You must enter in the console StartQuest bgbHealthToggle and deactivate retroactive endurance.


Thanks
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Sat May 14, 2011 5:49 pm

This is my first time using nGCD. I am planning to use it with on a FCOM install with EE, Progress and Cobl Races - Balanced (no magic overhauls atm).

As far as I can tell Cobl Races - Balanced does not have the retroactive health.. but I'm no expert in deciphering scripts :) (someone should look into what Cobl Races - Balanced really do, instead of referring to RBP)

EE mercantile leveling is disabled.

Anything I should be aware of with such a install?

I am also thinking about choosing Luck and Endurance as Class attributes, and choosing The Thief as birthsign. So how should I setup the nGCD Luck ini settings for this?
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Sat May 14, 2011 7:02 am

As far as I can tell Cobl Races - Balanced does not have the retroactive health.. but I'm no expert in deciphering scripts :) (someone should look into what Cobl Races - Balanced really do, instead of referring to RBP)

I don't know the answer to this... would be interested to hear, if anyone else does.

I am also thinking about choosing Luck and Endurance as Class attributes, and choosing The Thief as birthsign. So how should I setup the nGCD Luck ini settings for this?

Defaults should be fine! Luck as a class attribute means it will rise along with your other stats; it won't start at 65 like with that setup in vanilla, but it'll get there quickly enough.

At a glance, I don't see anything else that needs changes!
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Sat May 14, 2011 5:12 am

I don't know the answer to this... would be interested to hear, if anyone else does.
Maybe I should try and make a list of what I think it does and then post that in the Cobl thread, maybe someone there would know if I got it right.

Defaults should be fine! Luck as a class attribute means it will rise along with your other stats; it won't start at 65 like with that setup in vanilla, but it'll get there quickly enough.

At a glance, I don't see anything else that needs changes!

thanks..
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat May 14, 2011 4:31 pm

I'm really intrigued by nGCD. I started Oblivion a few weeks ago and was frustrated with the leveling system. This mod came highly recommended. My character build was still level 3 or 4, but had done tons of stuff. I beat all the Arena quests at level 3. I loaded nGCD and bam, my character became level 18. I had never encountered an ogre before. OMG! Bandits wore Mithril armor, which was a step above my Arena Raiment. My magic pool was horrible.

I decided to start a new character and I've been enjoying it. I keep checking my stat sheet. So far, I'd followed the same path of my last character. Mage and Rogue guild quests and fighting in the Arena. I'm level 6 now and the Arena fights are_very_challenging now! My spell pool is still terrible, so it must be something inherent in my build. I just thought I'd pop in and say thanks for the mod, I totally dig it.


PS, is that a badger in your avatar tejon?
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

PreviousNext

Return to IV - Oblivion