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

Post » Sat May 14, 2011 3:00 am

PS, is that a badger in your avatar tejon?

Yep! In fact, "tejón" is Spanish for badger (and it's pronounced tay-HONE, for the record). Mind you, I'm not a native Spanish speaker; it just sounds cooler. And is less frequently already-taken on forums. :D I commissioned that image as part of a series of animal-themed persona icons for my long-defunct rock band. Kept it since then as a personal logo.

Great to hear you're enjoying nGCD! Jumping from 4 to 18, ouch... I'm guessing you were doing the major-as-minor thing. Yeah, you can't really get away with that anymore. ;) Leaving nothing for my inner min-maxer to obsess over during gameplay is a top priority in the design.

Regarding your spellcasting, assuming default .ini settings: any magic skill (including alchemy) will increase your magicka pool, whether or not it increases Intelligence. (Stealth skills too, but to a much smaller degree.) Intelligence by itself gives some benefit, but also multiplies the benefit from skills. The speed at which your magicka regenerated is independent of the pool size, and based on a similar formula using Willpower in place of Intelligence. (Personality has a small effect on both pool and regeneration.) So if you're casing a lot of Restoration, Alteration and Destruction, but not much Conjuration and Mysticism, it's likely you've got high Willpower and low Intelligence -- you'll have far more magicka regeneration than an equivalent vanilla character would have, but a smaller total pool.
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Austin Suggs
 
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Post » Sat May 14, 2011 6:14 pm

Yeah, that pretty much sums it up. I've been playing a rogue/mage. Lots of restoration/alteration/alchemy. Expert speechcraft. I was kind of imagining him like Face from the old A-team TV series. My mini pool regens quickly and a minor restore magicka potion makes it rock, so it's not the end of the world. ;)

Thanks for the prompt response too. I can't believe this thread was back on page 3 already. Lots of activity here in the modding threads! :goodjob:
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Greg Swan
 
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Post » Sat May 14, 2011 11:18 am

Heya!

Just dropped in to say thank you for the wonderful experience your mods have given, been using nGCD, Progress and Willful Resistance since they were released and recently started using TRAP and Birthsigns Expanded.
For the first time I'm actually compelled to choose something else besides a Breton character :P

Think I found a tiny bug though, I was going for a bosmer with thief birthsign to test out if the invisibility from the thieves lesser power would play nice with the bosmer racial invisibility and it surely didn't.
After casting the lesser power the bosmer racial invisibilty wouldn't initiate anymore, fixes itself after a loading screen though.

Anyway I can't wait to see what you do with Ars Gratia Artaeum (that's still in the works isn't it?)

Greetings,

DT1978
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Erika Ellsworth
 
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Post » Sat May 14, 2011 7:26 am

After casting the lesser power the bosmer racial invisibilty wouldn't initiate anymore, fixes itself after a loading screen though.

Bizarre... sounds like the script may not be (un)flagging "normal" invisibility correctly. Can you see if the same thing happens with an invis spell?

Anyway I can't wait to see what you do with Ars Gratia Artaeum (that's still in the works isn't it?)

Yep! The additional tools I've been waiting on are mostly ready now. I'm busy with a few non-Oblivion projects I picked up in the meantime, but I'll be back to it fairly soon.
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Ysabelle
 
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Post » Sat May 14, 2011 1:07 pm

Heya,

After testing it some more it seems to work fine, testing both regular invisibility spells and the thief lesser power.
The bosmer invisibility initially failed in the tutorial dungeon so maybe it was something in there that messed things up, could 've sworn the place was empty when it failed though.

Long story short I guess it was a false alarm. (sorry bout that) :whistling:

Greetings,

DT1978
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Cassie Boyle
 
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Post » Sat May 14, 2011 6:17 pm

http://www.tesnexus.com/downloads/file.php?id=14304
The following plug-ins are included with Progress:
[snip]
Progress Mercantile advances your Mercantile skill based on the base value of items exchanged, based on a unique and configurable formula.
On Nexus you have a package called "Transaction-based_Mercantile_advancement-14304". Is this a replacement for "Progress Mercantile"?
Edit: NM, I see the plugin is actually named "Progress Mercantile.esp"

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.

Does this still hold true?
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Jessica Raven
 
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Post » Sat May 14, 2011 11:18 am

Hi tejon,

I recently installed nGCD an I really like it. A problem surfaced however:

- after playing for over 20 hrs and 165 saves(console saves only) my magicka stopped regenerating.

- I turned nGCD off and all was well again.

- made a clean save, turned on nGCD and all works for now.

OBMM warned abt. a conlfict with darkuid and I let nGCD overwrite this:

- menus\levelup.menu.xml in darkuid mod.

Thought you might want to know abt. this.

Regards, Haldir
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Alexander Lee
 
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Post » Sat May 14, 2011 11:18 am

OBMM warned abt. a conlfict with darkuid and I let nGCD overwrite this:

- menus\levelup.menu.xml in darkuid mod.


That's as it should. From the readme:

I have also included a replacement for the Level Up menu, which does
not display. This is the simplest way to solve the problem of certain
quests triggering a base-game level up. To use this, copy the included
menus/ directory to Oblivion/data/ and answer Yes to all prompts. To
reactivate the normal Level Up menu, delete levelup_menu.xml from
Oblivion/data/menus/.

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Craig Martin
 
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Post » Sat May 14, 2011 4:59 pm

Apologies for being a bit silent. Business has picked up (normal this time of year), and on top of that, Civilization V came out a little under two weeks ago. Steam tells me I've played 103 hours. So yeah, no excuses really. ;)

Regarding Progress Mercantile + Enhanced Economy: there's an option in EE for transaction-based Mercantile advancement. Because that script can't know about Progress Mercantile and vice versa, having both active will result in getting advancement from both, which is probably undesirable. They use completely different formulae, so I could imagine someone who wants a little of each setting it up to use both in a balanced fashion, but I'm not going to help with that math!

Anyway, I believe the EE option is off by default, and of course Progress Mercantile has to be explicitly installed, so this isn't a conflict that's likely to happen by accident.

- after playing for over 20 hrs and 165 saves(console saves only) my magicka stopped regenerating.

- I turned nGCD off and all was well again.

- made a clean save, turned on nGCD and all works for now.

Do you still have the save where magicka doesn't regenerate?
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CHangohh BOyy
 
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Post » Sat May 14, 2011 11:24 am




Do you still have the save where magicka doesn't regenerate?


If Haldir doesn't have one, I think I do. And while resetting nGCD was the only way to get magicka to regenerate again ingame, I don't really think that it was what caused the glitch... I've played with nGCD far too long without having this problem.
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JD FROM HELL
 
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Post » Sat May 14, 2011 7:54 pm

Apologies for being a bit silent. Business has picked up (normal this time of year), and on top of that, Civilization V came out a little under two weeks ago. Steam tells me I've played 103 hours. So yeah, no excuses really. ;)

Regarding Progress Mercantile + Enhanced Economy: there's an option in EE for transaction-based Mercantile advancement. Because that script can't know about Progress Mercantile and vice versa, having both active will result in getting advancement from both, which is probably undesirable. They use completely different formulae, so I could imagine someone who wants a little of each setting it up to use both in a balanced fashion, but I'm not going to help with that math!

Anyway, I believe the EE option is off by default, and of course Progress Mercantile has to be explicitly installed, so this isn't a conflict that's likely to happen by accident.


Do you still have the save where magicka doesn't regenerate?

Hi tejon,

sorry, no save left.

And THX for some great mods.

Regards, Haldir
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sexy zara
 
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Post » Sat May 14, 2011 11:42 am

Apologies for being a bit silent. Business has picked up (normal this time of year), and on top of that, Civilization V came out a little under two weeks ago. Steam tells me I've played 103 hours. So yeah, no excuses really. ;)

Regarding Progress Mercantile + Enhanced Economy: there's an option in EE for transaction-based Mercantile advancement. Because that script can't know about Progress Mercantile and vice versa, having both active will result in getting advancement from both, which is probably undesirable. They use completely different formulae, so I could imagine someone who wants a little of each setting it up to use both in a balanced fashion, but I'm not going to help with that math!

Anyway, I believe the EE option is off by default, and of course Progress Mercantile has to be explicitly installed, so this isn't a conflict that's likely to happen by accident.
Hey, it's your life. Thanks for making these mods! And thanks for clarifying the issue. :)
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Danial Zachery
 
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Post » Sat May 14, 2011 9:05 am

Regarding Progress Mercantile + Enhanced Economy: there's an option in EE for transaction-based Mercantile advancement. Because that script can't know about Progress Mercantile and vice versa, having both active will result in getting advancement from both, which is probably undesirable. They use completely different formulae, so I could imagine someone who wants a little of each setting it up to use both in a balanced fashion, but I'm not going to help with that math!

Anyway, I believe the EE option is off by default, and of course Progress Mercantile has to be explicitly installed, so this isn't a conflict that's likely to happen by accident.
Just wanted to chime in that tejon's description is accurate. EE's mercantile leveling is disabled by default, so you'll just need to decide which one to enable/install. EE's mercantile leveling is 100% compatible with Progress though, in the sense that adjusting the mercantile leveling rate in Progress will adjust the speed of EE's mercantile leveling too.
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Irmacuba
 
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Post » Sat May 14, 2011 10:49 am

Just wanted to chime in that tejon's description is accurate. EE's mercantile leveling is disabled by default, so you'll just need to decide which one to enable/install. EE's mercantile leveling is 100% compatible with Progress though, in the sense that adjusting the mercantile leveling rate in Progress will adjust the speed of EE's mercantile leveling too.
Great TNO. Thanks! Great mods by the way!
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Elizabeth Davis
 
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Post » Sat May 14, 2011 10:39 am

How difficult/unbalancing would it be to add a feature to Progress such that Intelligence modified learning rate, such that high intelligence increased the rate at which one advanced through skills, while low intelligence decreased it?
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Hella Beast
 
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Post » Sat May 14, 2011 5:32 pm

How difficult/unbalancing would it be to add a feature to Progress such that Intelligence modified learning rate, such that high intelligence increased the rate at which one advanced through skills, while low intelligence decreased it?



http://www.tesnexus.com/downloads/file.php?id=11205? (http://www.tesnexus.com/downloads/file.php?id=31686)

You have to actually read books.
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Kitana Lucas
 
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Post » Sat May 14, 2011 8:42 am

http://www.tesnexus.com/downloads/file.php?id=11205? (http://www.tesnexus.com/downloads/file.php?id=31686)

You have to actually read books.


That looks just the thing. Thank you :)
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renee Duhamel
 
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Post » Sat May 14, 2011 9:27 pm

I just left a comment to the impatient version author. I really don't want to have to go all the way back to IC just to properly uninstall the original version.
I hate mods that make you go activate something somewhere in a fixed location in order to change the mod.
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Bethany Short
 
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Post » Sat May 14, 2011 3:40 pm

Hey gang,

Looking for an opinion. Does this character svck? If so, what am I doing wrong? I'm using nGCD and I know it rewards specialization, I really haven't put a leveling strategy together, I've just been doing what ever I do and letting the pieces fall where they may.

I'm level 20 now and seem to be doing well, but every fight is pretty knock down drag out on 50% difficulty. Random encounters sometimes having me quaffing potions as much as the dungeon crawls. Is that normal?

http://oi55.tinypic.com/14kwewk.jpg

http://oi52.tinypic.com/209psvm.jpg

thanks!
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Nathan Maughan
 
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Post » Sat May 14, 2011 1:02 pm

You might want to try out the "class-free" defaults in nGCD.ini -- that would help to mitigate the fact that you've got a few miscellaneous, non-specialized skills (I assume the specialization is Magic?) that are higher than most of your primaries. Just change the settings and reload, it should recalculate immediately.

But in general... Alchemy is one of your highest skills. Yep, quaffing a lot of potions sounds appropriate to the character. ;) And if you're using pretty much any scaling overhaul, the random encounters can indeed just be that tough.

Need to get back to actually doing stuff here. Got most of my plans laid out at least, including at least one Interesting Surprise. Also looks like I need to start a new thread rather soon.
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JUan Martinez
 
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Post » Sat May 14, 2011 10:06 am

http://www.gamesas.com/index.php?showtopic=1126697
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Trevi
 
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Post » Sat May 14, 2011 10:32 pm

bleh bm this thread ...moving on...
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KiiSsez jdgaf Benzler
 
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Post » Sat May 14, 2011 7:52 am

oops didn't see this was an old thread like others. This should be locked from searches.
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vicki kitterman
 
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Post » Sat May 14, 2011 11:13 pm

http://www.gamesas.com/index.php?showtopic=1126697

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Ross Thomas
 
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