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

Post » Fri May 13, 2011 3:37 am

Hey tejon,

I've been using nGCD, BE (just updated), FTE, Fizzle, KO and Life Detected.
They are really fantastic mods, especially nGCD and Fizzle. BE makes me continue to care about my birthsign after I pick it as well.
I was just wondering, is FTE supposed to be able to make your fatigue roll backwards into negative values? If I don't eat and sleep for about 2 days I fall down and stay down as my fatigue continues its march into negative territory.

I have a whole bunch of other mods, so might be some incompatibility there, though I don't have mods that specifically mess with fatigue, to my knowledge. Would have to be something in FCOM or T.I.E. I suppose. If it is working as intended, I guess I can just blame the locals if I pass out in front of the local guild hall and they can't even be bothered to help me inside. <_<

I also barely managed to throw three punches during the tutorial before falling over, but that was due to my extremely low attributes since I didn't have major skills yet, so nothing wrong on the mod's end, really.

All in all, great work, keep it up.
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Kelly James
 
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Post » Fri May 13, 2011 1:39 am

I was just wondering, is FTE supposed to be able to make your fatigue roll backwards into negative values? If I don't eat and sleep for about 2 days I fall down and stay down as my fatigue continues its march into negative territory.

Yes... that's called "lapsing into a coma" and indicates that you've killed yourself through neglect. ;) You can still eat and drink potions in that state, so it's not an automatic reload if you're prepared but just weren't paying attention. I suppose at some point I should take a look at the options for letting you sleep (passing out as you did in Arena and Daggerfall), and I could include an option to prevent Needs from ever dropping you.

Getting helped by nearby friendly NPCs is an interesting concept, though it may run contrary to Oblivion's general flavor... I'll think about it. :P
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Mark Hepworth
 
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Post » Fri May 13, 2011 6:35 am

After several hours of debugging a script which detects the caster of a summoned creature then modifies everyone else's disposition so that it's higher toward the caster than the summon, I discovered the StopCombatAlarmOnActor command (which is vanilla). So on the one hand I feel rather silly for spending all that time on it, but on the other hand it looks like stopping summons from being such high-priority targets for the AI can be done with a four-line script. :P

And hey, if I ever have a different reason to figure out who cast a summon, it's all set. (Hmm... allowing summon-targeted dispel with correct magnitude checking?)

I'm still plowing through enchantments. Only about 1/3 done with those, and I've been taking frequent breaks for sanity. But the process is getting smoother, so the remainder should go faster than what I've done so far. After that, I need to do another quick pass through spells because working through the potions and enchantments caused me to change a couple of effect costs. Then I need to go through and compare everything with UOP and copy in any of their changes that I'd otherwise override. Then a similar process to make an OOO patch. And then I think I'll be ready to release a beta version. :)
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R.I.p MOmmy
 
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Post » Fri May 13, 2011 2:29 am

Tejon, I have a suggestion for balancing alchemy.

How about required empty potion bottles? So, you need bottles every time you create a potion. When you go into the alchemy menu, it checks how many empty bottles you have in your inventory and you cannot create any more than you have. Perhaps an icon can be put in the menu showing how many bottles you have (with compatibility with Alchemy Advanced). Then, these bottles could be added to alchemy vendors, and leveled lists, and whatnot. It'd probably require some sort of compatibility with OOO, and FCOM and such. But I think this is a pretty cool idea that I've had for a while.

EDIT: And perhaps add empty bottles to cobl.

It kind of reminds me of empty nuka-cola bottles from Fallout 3. Except this time, they'd be useful.
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Ana Torrecilla Cabeza
 
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Post » Fri May 13, 2011 4:21 am

How about required empty potion bottles?

I'm in up to my eyeballs with what I've already committed to, and while I see the arguments in favor of this, it's more of a micro-management issue than a balance point; only really relevant if you do your alchemy in the middle of a dungeon, which I don't think most people do... so no, at least not yet. Just one thing too many. :P However, I can't think of any reason that another mod doing this would be incompatible with mine, so if anyone else wants to pick up the idea, go for it!

If anyone has comments: I'm trying to figure out how to value bound weapons. Oddly, the vanilla ones were all very close in their actual power, despite the enormous differences in price... and even the dagger seemed not really worth the magicka. As it stands, I've got them all priced slightly less than the vanilla dagger, but I've increased their damage a little as well and the two-handers do even more for the same cost (based on MOBS balance). The bow is about 60% more expensive. I'm just worried that I've failed to notice something amazing that makes them worth more... but between expending fatigue with each attack, having to stand next to the enemy, not actually hitting for every second of the duration like a damage spell would, etc., it seems like fireballs are always the better option unless bound weapons are really cheap. The only real concern I see is melee characters picking up conjuration because they have nothing else to spend their magicka on and bound weapons beat the hell out of iron and steel; but it seems like even a weak enchanted weapon would be better against most enemies. Because of this, I've lengthened the standard duration to 30 seconds to keep them out of Novice range. (Though on the flip side, I give one starting spell at 15 skill, and "every Breton has a bound weapon" seems more appropriate to me than "every Breton can summon an imp.")

On a related note, fun script for starting spells: if you have Conjuration as a class skill, you'll get a bound one-hander if you also have Block, or a two-hander otherwise; it will be a Blade unless your Blunt skill is higher.

Edit: Alternately, the issue of bound items being cheaper than real ones could be addressed by making spells significantly more expensive across the board... my current plan was to take skill-scaling out of it, so prices come from the full base cost of the spell, which addresses how cheap the top-end spells become; but what if the low end were increased, too? Starting spells would be a much bigger perk. Non-mages would be less likely to dabble just because they can, and mages would be paying as much for a good set of spells as warriors do for a set of steel armor. And I could give away bound weapons as a novice spell.

So how much is too much? Would you pay 200g for Flare? 10k for Enemies Explode? More, less?
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Damian Parsons
 
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Post » Fri May 13, 2011 6:46 am

I've recently noticed a possibly serious problem with Birthsigns Expanded. For The Steed birthsign, the Unfettered effect is listed as a disease, so if you try to use a Cure Disease potion or spell, the birthsign's Feather effect is removed as well.

Please correct me if this was your intention.
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Crystal Birch
 
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Post » Fri May 13, 2011 5:07 am

I've recently noticed a possibly serious problem with Birthsigns Expanded. For The Steed birthsign, the Unfettered effect is listed as a disease, so if you try to use a Cure Disease potion or spell, the birthsign's Feather effect is removed as well.

I did that because Feather effects don't work as Abilities, but they do work as Diseases. To prevent the problem you describe, the script detects if the effect is removed, and immediately re-applies it. Is this not working for you?
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Isabell Hoffmann
 
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Post » Fri May 13, 2011 3:55 am

I did that because Feather effects don't work as Abilities, but they do work as Diseases. To prevent the problem you describe, the script detects if the effect is removed, and immediately re-applies it. Is this not working for you?


It didn't seem to re-apply it. I closed and re-opened the inventory looking for a Feather potion or spell to get me to a dump area before I looked into it, but eventually just reloaded an earlier save and didn't use the Cure Disease potion. Could my problem be because I'm still running v3 instead of v3.1?
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Claudia Cook
 
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Post » Fri May 13, 2011 1:48 am

It didn't seem to re-apply it. I closed and re-opened the inventory looking for a Feather potion or spell to get me to a dump area before I looked into it, but eventually just reloaded an earlier save and didn't use the Cure Disease potion. Could my problem be because I'm still running v3 instead of v3.1?

No, I didn't change anything about the Steed between those two versions. Just tested and I'm seeing the same results now, which is odd because I know it was working correctly at one point. I must have broken it with some other, earlier edit. :P I'll dive into the script and see what's wrong. But until it's fixed properly, you don't need to avoid Cure Disease: the effect still refreshes correctly if your encumbrance changes, so just drop something (with a weight of at least 1) then pick it back up.

Edit: For some reason Oblivion is reporting that the effect is still on the player after a cure disease, even though it isn't. I'll upload a proper fix in a bit, but for the moment if you have the CS and know how to launch it with OBSE, this will work -- at the very bottom of the script tejonBSSteedBurdenTokenScript, replace the line:
	if (Unfettered) && ((target.HasSpell Unfettered) == 0)
with:
	if (feather)

This will cause the effect to be reapplied every frame unless it's zero magnitude, whether it actually needs to be or not. Technically bad style, but just one script doing this shouldn't have any measurable impact on performance. I'll have 3.11 up shortly with a more elegant solution (assuming I can find one that works), but this should save you any upgrade hassles for now.

Edit 2: Okay, got a better condition which seems solid. Change that same line to:
	if (player.GetAV Encumbrance) != (encumbrance - feather)

...and...
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anna ley
 
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Post » Fri May 13, 2011 12:06 am

http://www.tesnexus.com/downloads/file.php?id=12149 on Nexus! Fixed Steed as detailed above.
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Annika Marziniak
 
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Post » Fri May 13, 2011 10:01 am

The racial power of bosmer is "bit" annoying, mainly in first person view with a stealth character. The illusion magic cloud + sound, i mean. Any chance to find another less visual/hear intrusive way for the bosmer racial power ? Thx good mod anyway keep up good work :)
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Jon O
 
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Post » Fri May 13, 2011 4:30 am

The racial power of bosmer is "bit" annoying, mainly in first person view with a stealth character. The illusion magic cloud + sound, i mean. Any chance to find another less visual/hear intrusive way for the bosmer racial power ? Thx good mod anyway keep up good work :)

You didn't grab the latest update. Sound's gone. ;) Now that I think about it, there might be a way for me to get rid of the cloud without editing the base Illusion effect...
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lucile
 
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Post » Fri May 13, 2011 4:58 am

You didn't grab the latest update. Sound's gone. ;) Now that I think about it, there might be a way for me to get rid of the cloud without editing the base Illusion effect...


Whoops ! Apologies :D btw i hope you can toggle the illusion cloud also. Just made it much little (should become no more visible in first person view, but only in third person), or transform this cloud in a "just one second of green glow shader on character" (like enchanted armor/weapon with [GFX]_Initial_Glow-All.esp)...

-EDIT- (I don't want look like a troll). I play with RBProject + Oblivion XP in this 2 months, because an "issue" between nGCD/Progress and Patrick's archery mod. BTW leveling with obXP is too easy, mainly with stealth character (kill 2 TIE NPCs with sneak attack = from level 1 to level 10 in 3 seconds :D ). At the moment nGCD/progress are compatible with DP combat archery ? If the answer is Yes, i'll make a new game with all your mods :D
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Prisca Lacour
 
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Post » Fri May 13, 2011 1:07 am

Changing the effect, in any way, requires editing a mesh in ways that are currently beyond me, and it would also affect every invisibility spell and potion in the game. What I think I can do from a script is stop the effect as soon as it starts. I'm only about 80% certain this will work, and don't have time to try it just now. The only other option is to remove the visuals from the Illusion effect entirely, which would also apply to all invisibility effects.
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Neil
 
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Post » Fri May 13, 2011 9:29 am

At the moment nGCD/progress are compatible with DP combat archery ? If the answer is Yes, i'll make a new game with all your mods :D

Whoops, missed your edit! I am aware of no conflict, now or ever... doesn't mean there isn't one, but nobody ever told me! What was the problem?

On a semi-related note, an update to nGCD is coming at some point. Nothing major, just some internal script reorganization using OBSE's fantastic new features, plus maybe a couple of new configuration options. However, one change I'm going to be making to the defaults is cutting magicka regeneration in half. The current settings were based on what could be achieved in Vanilla if you grabbed every available bonus to Magicka... but lately, I don't feel that was the right way to go. Altmer should be brought down to the level of everyone else, rather than everyone else being buffed up. This is just a configuration change, so I might as well share it now. At the very bottom of nGCD.ini:

set nGCD.fRegenSkillFlatMult            to  0.0     ; 0.0set nGCD.fRegenSkillStrengthMult        to  0.0     ; 0.0set nGCD.fRegenSkillIntelligenceMult    to  0.0     ; 0.0set nGCD.fRegenSkillWillpowerMult       to  0.036   ; 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  0.014   ; 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  0.013   ; 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  0.007   ; 0.014set nGCD.fRegenBaseLuckMult             to  0.0     ; 0.0set nGCD.fRegenBaseFlat                 to  0.0     ; 0.0set nGCD.fRegenMinimum                  to  0.0     ; 0.0

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Jack Bryan
 
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Post » Fri May 13, 2011 2:40 am

Whoops, missed your edit! I am aware of no conflict, now or ever... doesn't mean there isn't one, but nobody ever told me! What was the problem?
[/code]


http://www.gamesas.com/index.php?/topic/1093453-relz-duke-patricks-combat-archery-mod-thread-2/page__view__findpost__p__15995404
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Michelle Serenity Boss
 
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Post » Fri May 13, 2011 2:31 pm

Aha! No conflict, ModAV2 is completely safe. :)
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Lilit Ager
 
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Post » Fri May 13, 2011 4:14 am

Progress doesn't seem to work... I also use ngcd, changed it's ini's iTrainingSkills to 9999, activated progress esm, one of the esp's, but still don't get any initialize messages ingame...
Spoiler
Oblivion.esm
TR_OoT_Main.esm
Jog_X_Mod.esm
ScreenEffects.esm
You Are Here.esm
All Natural Base.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
VASE - core.esm
TamrielTravellers.esm
FCOM_Convergence.esm
Armamentarium.esm
Artifacts.esm
Better Cities Resources.esm
Progress.esm
CM Partners.esm
Oblivifall Master File.esm
Extended Game Mechanics.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Shivering OOO.esp
Better Cities .esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Leveled Guards.esp
FCOM_Francescos.esp
FCOM_FrancescosItemsAddOn.esp
FCOM_FrancescosNamedBosses.esp
LoadingScreens.esp
Natural_Habitat_by_Max_Tael.esp
All Natural.esp
All Natural - SI.esp
All Natural - EW + NW + AWS.esp
Enhanced Water v2.0 HD.esp
Symphony of Violence.esp
MIS Low Wind.esp
MIS New Sounds Optional Part.esp
Atmospheric Oblivion.esp
weather inside [seasons] v1.2.esp
Cities Alive At Night.esp
WindowLightingSystem.esp
AmbientDungeons.esp
AliveWaters.esp
Ayleid Loot EXtension.esp
Ayleid Loot EXtension - OOO Dungeons.esp
Book Jackets Oblivion.esp
Display Stats.esp
Item interchange - Extraction.esp
Lyn-StoriesFromTheSeaMod.esp
QZ Easy Menus.esp
Personality Idles - Modified version.esp
Enhanced Economy.esp
Crowded Roads Advanced.esp
Choices and Consequences.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
sr_super_hotkeys.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
Mart's Monster Mod - DLCHorseArmor+Slofs .esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
MaleBodyReplacerV4.esp
ClassyClothingCompendium.esp
PTArtifacts.esp
RTFemaleReplacerV12.esp
XSPipeMod.esp
XiaNewAmuletsV1.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
KDCircletsOOOOptimized - NPC Equip.esp
FCOM_KDCircletsOOOOptimizedNPCEquip.esp
Cobl Glue.esp
Cobl Si.esp
OOO 1.32-Cobl.esp
FCOM_Cobl.esp
Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Loth's Blunt Weapons for Npcs.esp
FCOM_LothsBluntWeapons.esp
Oblivion WarCry EV.esp
FCOM_WarCry.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-DLT_Remover.esp
OOO_XiaNewAmulets Addon - LLOnly.esp
OMOBS.esp
OMOBS_SI.esp
OMOBS Optional Combat Settings.esp
Choices and Consequences - OOO.esp
ArmamentariumLLVendors.esp
FCOM_Convergence.esp
FCOM_EntropicOrderRebalance.esp
FCOM_RealSwords.esp
FCOM_SpawnRatesSlightlyReduced.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp
Mart's Monster Mod - More Passive Wildlife.esp
FCOM_SaferRoads.esp
FCOM_LessReaversInGates.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
VASE - Cyrodiil for MMM.esp
VASE - Vanilla SI.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Diverse Runeskulls Loot.esp
TamrielTravellerAdvscript.esp
TamrielTravellers4OOO.esp
TamrielTravellersItemsnpc.esp
ShiveringIsleTravellers.esp
ShiveringIsleTravellersFriendlyFactions4MMM.esp
FCOM_TamrielTravelers.esp
FCOM_HungersUnitySI.esp
FCOM_Archery.esp
FCOM_Archery_Armamentarium.esp
FCOM_Archery_Artifacts.esp
FCOM_Archery_RealSwords.esp
FCOM_Archery_MMM_H&C.esp
FCOM_FriendlierFactions.esp
FCOM_MoreRandomItems.esp
Mart's Monster Mod - Shivering Isles.esp
ArmamentariumLL4OOO.esp
ArmamentariumLLMagicOOO.esp
MMM-Cobl.esp
Ivellon.esp
Artifacts.esp
Artifacts - ArmaCompleteAddon.esp
BHC_Expanded.esp
Castle_Dunkerlore_V1.esp
Castle_Highrock.esp
Clamshell_Cottage_v1.5_COBL.esp
LetThePeopleDrink.esp
Mag1cWind0w_The_Imperial_Water.esp
Region Revive - Lake Rumare.esp
The Ayleid Steps.esp
thievery.esp
thievery - EE patch.esp
TR_Stirk.esp
Stirk_Compatibility_Patch.esp
VaultsofCyrodiilBC.esp
Villages1.1.esp
WellDiver.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
SM Plugin Refurbish(Merged).esp
Choices and Consequences - SM Plugin Refurbish - Orrery.esp
TOTF.esp
RTT.esp
MTCExpandedVillages.esp
The Lost Spires.esp
Mighty Umbra.esp
Blood&Mud.esp
Blood&Mud - EE patch.esp
Lost Paladins of the Divines.esp
Mart's Monster Mod - City Defences.esp
FCOM_MightyUmbra.esp
FCOM_Knights.esp
FCOM_Ruin.esp
road+bridges.esp
Feldscar.esp
Vergayun.esp
MTCThievesGrottoV4.1.esp
Oblivifall - Losing My Religion.esp
xuldarkforest.esp
LostSpires-DarkForest patch.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
LostSpires-Everglade patch.esp
xulColovianHighlands_EV.esp
ThievesGrotto-ColovianHighlands patch.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
Blood&Mud-PantherRiver patch.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
CastleDunkerlore-BlackwoodForest patch.esp
xulCheydinhalFalls.esp
Blood&Mud-CheydinhalFalls patch.esp
TearsOfTheFiend-CheydinhalFalls patch.esp
DungeonsOfIvellon-CheydinhalFalls patch.esp
Villages-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
NRB4+UL-II+LtPD Patch.esp
NRB4+UL-II Patch.esp
West Roads.esp
WR Villages Addon.esp
Castle_Seaview.esp
CastleSeaview+LostCoast Patch.esp
Castle_Wolfspike.esp
RegionReviveLakeRumare-ImperialIsle patch.esp
NRB4+RR Patch.esp
Better Cities - House price patch.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - DLCFrostcrag.esp
Cliff_BetterLetters.esp
CompanionHorseSupportFIX forCMPartners.esp
DS Portable Sorters.esp
DS Storage Sacks.esp
Oblivifall - Ambiant Dungeon SFX.esp
Oblivifall - Let's Talk!.esp
Oblivifall - Something's Not Right.esp
P1DkeyChain.esp
Toggleable Quantity Prompt.esp
Quest Award Leveller.esp
Quest Award Leveller - Battlehorn Castle.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Mehrunes Razor.esp
Quest Award Leveller - Knights of the Nine.esp
RealisticFatigue.esp
RealisticHealth.esp
RealisticForceMedium.esp
RealisticMagicForceLow.esp
RealSleepExtended.esp
FearsomeMagicka.esp
Jjiinx_Enhanced Disease.esp
EnchantmentRestore.esp
EnchantmentRestore_Wells.esp
SM Combat Hide.esp
StealthOverhaul.esp
ZumbsLockpickingMod - OBSE.esp
ZumbsLockpickingMod - Hide Difficulty Addon.esp
SM Bounty.esp
CoblDeathFix.esp
Enhanced Grabbing.esp
NE_Realistic_Blocking.esp
Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp
Duke Patricks - Fresh Kills Now Alert The NPCs.esp
nGCD.esp
ProgressGSD.esp
DMRequirements V1.4.esp
Item interchange - Placement for FCOM.esp
Item interchange - Placement for Frostcrag.esp
Item interchange - Option, Ingredients in Bulk, reduced.esp
Slof's Oblivion Better Beasts.esp
CM Partners.esp
CM Partners NPC.esp
CM Partners More NPCs.esp
CM Partners Extra NPCs.esp
1em_Vilja.esp
CompanionMaster.esp
bgBalancingEVCore.esp
bgMagicEV.esp
bgMagicSpellTomes_for_WryeBash.esp
bgMagicEVStartspells.esp
bgMagicEVAddEnVar.esp
bgMagicEVPaperChase.esp
bgBalancingEVOptionalNPCDiversity, Vanilla.esp
bgBalancingEVOptionalFCOMAdditions.esp
bgBalancingEVLAMEAddition.esp
bgBalancingEVLAMEGlue.esp
bgBalancingEVOptionalNPCDiversityLAME.esp
bgBalancingEVOptionalSeamReducerHighElfFix.esp
bgIntegrationEV.esp
Better Cities SKINGRAD.esp
Better Cities BRAVIL - Blood & Mud.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities ANVIL.esp
Better Cities - Ruined Tail's Tale.esp
Better Cities CHORROL.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities CHEYDINHAL.esp
Better Cities - Tears of the Fiend.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities LEYAWIIN.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Cities - Thievery.esp
Better Imperial City.esp
Better Cities - COBL.esp
Better Cities - No LEYAWIIN Flooding.esp
TheOubliette.esp
MotionBlur.esp
Real Lava 1.3.esp
Enhanced Economy - Soulgems.esp
NRB4 Standard Road Record.esp
CoreRandmonClothing4Npcs.esp
Cobl Silent Equip Misc.esp
All Natural - Indoor Weather Filter For Mods.esp
Bashed Patch, 0.esp
FormID Finder4.esp
Oblivion Graphics Extender Support.esp
Streamline 3.1.esp
Extended Game Mechanics Init.esp

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Etta Hargrave
 
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Post » Thu May 12, 2011 11:58 pm

Is Willful Resistance customizable through the ini file?

The change I want is to make it something closer to every point over 50 Willpower gives you 1 point of Magick Resistance (probably a little less like .5). I believe it is set at .24 no? I'm not on my Oblivion computer right now so I can't check.
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Daniel Brown
 
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Joined: Fri May 04, 2007 11:21 am

Post » Fri May 13, 2011 4:51 am

Is Willful Resistance customizable through the ini file?

The change I want is to make it something closer to every point over 50 Willpower gives you 1 point of Magick Resistance (probably a little less like .5). I believe it is set at .24 no? I'm not on my Oblivion computer right now so I can't check.

Yes you can do that in the ini.
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Nienna garcia
 
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Joined: Wed Apr 25, 2007 3:23 am

Post » Fri May 13, 2011 5:29 am

Progress doesn't seem to work... I also use ngcd, changed it's ini's iTrainingSkills to 9999, activated progress esm, one of the esp's, but still don't get any initialize messages ingame...

Even though it says it should it doesn't show the initialized message.
In game open the console (~) and type 'sqv progress' one line should state whether it is running or not.
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Keeley Stevens
 
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Joined: Wed Sep 06, 2006 6:04 pm

Post » Fri May 13, 2011 11:28 am

Hi tejon, I need a bit of help with nGCD.
The http://www.tesnexus.com/downloads/file.php?id=23993 description says it is incompatible with nGCD. I understand this is only because of nGCDPlayerScript, Line 332, player.setLevel.

If it is, will this fix it ? "aaSMLevelQuest.splayerlevel" is the var for the true player level.
if aaSMLevelQuest.splayerlevel != 0	set aaSMLevelQuest.splayerlevel to Levelelse	player.SetLevel Level


Also can i overwrite the original script with my fix in a new esp with nGCD as master or do i have to edit your file directly ? I am very inexperienced at Oblivion scripting so i may be missing something.

Thanks for your help and your great mods :)
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Colton Idonthavealastna
 
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Joined: Sun Sep 30, 2007 2:13 am

Post » Fri May 13, 2011 2:06 am

I don't know much about that mod, and I hadn't heard about a conflict, so I can only guess... but if my guess is right, yeah, that edit will work.

Also can i overwrite the original script with my fix in a new esp with nGCD as master?

This will work. It will have to have both nGCD and DPCS as masters, so there's no reason for the if/then. Just replace the SetLevel line with the variable setting.
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kirsty williams
 
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Post » Fri May 13, 2011 9:35 am

Not to butter you up or anything, but I just gotta comment that your skills and contributions are pretty much amazing...

Firstly, questions/comments about upcoming Ars changes.

Are potion/poison weights modified from vanilla? It has never made sense to me that using a heavy ingredient somehow makes particles/extractions from that item suspended/disolved into water heavier. (I also don't get why the icon is a flask instead of a test tube/vial, but that's just me shaking a fist at the ether.) Anyway, if you are open to suggestions, I think a uniform weight would make more sense, where poisons should be a bit heavier since the suspension would have to be thicker to stay on a weapon for use. (Maybe 0.1 and 0.2?)

As far as bound items go, are they still duration based? Not sure if it's possible, or you'd like the idea, but what if it actually summoned an item with fairly low hitpoints, that's not repairable and is removed if it leaves the player or becomes destroyed. I tend to just avoid bound items because they don't really last long enough to be useful in a challenging battle.

Are more spells going to be added (like push/pull, poisons, short range teleport, etc etc) and if not, will it play nice with the likes of LAME and SM as in using spells added by these, but overwriting settings based on load order? (I'll assume Midas is different enough to be off the scope.) Or too early to tell?

And not related to Ars... I had kind of a crazy idea, and I figure who better to pitch it to? Anyway, I really enjoy the character building aspects of Oblivion, and nGCD/Progress just make everything better, but the whole process feels too linear (which isn't a bad thing, but leads to the "crazy" part). Also, I don't really find much gratification from uncapping skills for gamebreaking gains, but what about a mod/script/whatever that upon a skill reaching 100, it's reduced to 50 (just the first time) and for added flare, what if it also reduced all other skills by 10%, delightfully masochistic and I can't think of a good "reason" for it other than an intangible idea that true mastery isn't as simple as it seems, and focus on one aspect reduces focus on others. Seems like a viable way to extend play, but keep things somewhat fresh (while having the unfortunate side effect of wreaking havoc on the players "level"). If it strikes your fancy, then by all means. If not, then at least I got it on paper somewhere, so to speak.
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Amber Ably
 
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Post » Fri May 13, 2011 11:55 am

Not to butter you up or anything,

Now I want waffles. :(

Are potion/poison weights modified from vanilla?

Yes. Current design is that all potions and poisons weigh 0.3, which matches OOO's weight for pre-made potions. I may return to the vanilla 0.5, as there are good arguments against letting the player carry too many potions, and obviously they're pretty big in Tamriel (water aids digestion!); on the other hand, all magic (potions included) is a bit weaker now so it might not be a problem. I'd argue that between the weight of the bottle, the fact that poisons might be produced as paste (less liquid weight and volume), and the good ol' KISS principle, there's no reason to have two different weights.

This is one of the places where I want to create consistency between pre-made and player-made potions, which unfortunately makes it difficult to let potion weight be user-configurable or I'd just do that. I can safely set player-made potions to any arbitrary weight with a script, and I can tell poisons from potions; but I have no reliable way of telling the difference between a generic pre-made potion which should be adjusted, and a special one which shouldn't. Should some mod introduce, say, a Potion of Dark Matter which weighs 50 for some meaningful reason, I don't want to break it.

As far as bound items go, are they still duration based?

Yes, but they're much less expensive. Because they can't be enchanted, I felt bound items needed to be much more attractive. The durations are longer and most of the spells are still cheaper and available at lower masteries.

If you have at least 25 Heavy Armor skill, even one piece of bound armor is a better deal for your magicka than Resist Normal Weapons (which is replacing Shield as the low-level survival effect). Of course, you can use both effects at once for even more protection. The Shield effect is much more expensive because it stacks additively with armor and has no weakness to silver/daedric.

Bound weapons have been a lot harder to put a value on. They need to be good enough that you might use them instead of a long-duration fire spell (which has the advantage of not needing to stand next to the enemy expending fatigue), but not so good that you just ignore all weapon loot until you pick up a minor artifact. Frankly a big part of the problem here is the ridiculous damage scaling, which MOBS smooths out but does nothing to fix, and OOO actually seems to make a bit worse. Far smaller differences could still be significant enough to warrant upgrades. But that's a different project and for now I've got to work with what's generally used... so, this looks like a job for playtesting!

Are more spells going to be added (like push/pull, poisons, short range teleport, etc etc) and if not, will it play nice with the likes of LAME and SM as in using spells added by these, but overwriting settings based on load order?

No scripted effects will be added by Ars, but it should be fully compatible with other mods which add them. (Balance is another question, but that's left up to the user.) Permanent summoned items would fall under this category.

Note that SM does some scripted settings changes which won't be overridden by load order, but can be disabled in its configuration. Then again, only thing I remember specifically is magicka regeneration, which I may not directly address in Ars because nGCD does a much more thorough job. Maybe I'll put out a stand-alone, more lightweight version of that... call it Pool-Independent Magicka Potentiation (PIMP).

Regarding your Crazy Idea: when I make it back around to updating Progress, you might see something you like among the optional modules. :)
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Michelle Serenity Boss
 
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