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

Post » Tue Mar 29, 2011 8:43 pm

Hey!

Got this in Wrye Bash when rebuilding, I'm not sure if it's something or not:
BareNecessities.esp: Unexpected subrecord: SPEL.OBMEError loading SPEL record and/or subrecord: 01002358  eid = BNCampSpell  subrecord = OBME  subrecord size = 32


Cheers!

cc
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Wed Mar 30, 2011 9:59 am

BareNecessities.esp: Unexpected subrecord: SPEL.OBME

Looks harmless, but not supposed to be there since I didn't use any OBME features... I'll let JRoush know.
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Wed Mar 30, 2011 2:55 am

Well, I've been using Bare Necessities so far on a new character, in conjunction with nGCD, Birthsigns expanded, etc, and if I use ... say... Clinch (Telling Blow) on an NPC and my fatigue drains so low that it drains my magicka bar out, the magicka will not refill, even with potions or rest. Checked the .ini out, but I'm not a pro modder and I hadn't made full sense of everything. Just my experience.
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Wed Mar 30, 2011 8:20 am

Whoops... yeah, looks like a bounds-checking error, should be an easy fix... update shortly.
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Wed Mar 30, 2011 12:40 am

Whoops... yeah, looks like a bounds-checking error, should be an easy fix... update shortly.


Yay! I feel useful! lol

Yeah, i'm trying to manupulate a couple things in the .ini but it doesn't seem like a fix. I'll wait on your update... otherwise, I'm enjoying it. =3
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Wed Mar 30, 2011 12:47 pm

Stuff came up so it'll be a few more hours... setting the "fallout" values to zero in the .ini should fix it so you can play for now. Not likely you'll get to the point where there's that much fatigue drain before the real fix is available!
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Wed Mar 30, 2011 2:28 am

Hey!

Just popping in for a quick request.

If it's not too much trouble, could you add a configurable key that would display the current levels of tiredness and hunger? I know there's the HUD bars option, but I'd rather not add more stuff to my interface if I can help it. Of course it's no biggie if it's not worth the trouble.

Cheers!

cc
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Wed Mar 30, 2011 2:31 am

http://www.tesnexus.com/downloads/file.php?id=36795
  • Fixed Kouu's bug.
  • Added a lesser power to show current needs (can be disabled).
  • Power names padded with a leading dash so they sort to the top of the list.
  • Wrye Bash shouldn't have anything to complain about.
  • Better readme.

User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Wed Mar 30, 2011 4:07 am

If it's not too much trouble, could you add a configurable key that would display the current levels of tiredness and hunger? I know there's the HUD bars option, but I'd rather not add more stuff to my interface if I can help it. Of course it's no biggie if it's not worth the trouble.

On the same notion, tejon, can you give me the name/valus of variables in Bare Necessities, that I need to initiate HUD Status Bars? What I need is two or three setting, tnoHSB.hud_val, tnoHSB.hud_max and/or tnoHSB.hud_min, where hud_val contains the current value for the mod, and max/min the values where the bar reaches full/empty. And if there are natural thresholds for the value (for example where the player starts getting fatigue penalty) I'd like to know that as well, since I can then make the bar change color at the thresholds.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Wed Mar 30, 2011 6:43 am

; If you use TheNiceOne's HUD Status Bars, the following values may be useful:; BN.exhaustion; BN.hunger; BN.needs              = exhaustion + hunger; BN.fatigueLossRate    \; BN.magickaLossRate     = per second (not including fallout); BN.healthLossRate     /

Quoted from the end of BareNecessities.ini. ;) For pre-supplied bar definitions I'd probably use only BN.hunger and BN.exhaustion.

For setting your min and max, plus maybe some color shifting, you might as well use the threshold variables for the built-in notification system:

set BN.ExhaustionMessageLow                 to  4set BN.ExhaustionMessageHigh                to  16set BN.ExhaustionMessageExtreme             to  36set BN.HungerMessageLow                     to  2set BN.HungerMessageHigh                    to  8set BN.HungerMessageExtreme                 to  36

By default, hunger and fatigue are measured in GameHours. A value of zero means you're fully fed/rested. If it rises above ***High you'll get a message that you should eat or sleep, and if it rises above ***Extreme, you're told that your hunger or exhaustion is unbearable. After sleeping or eating, falling past ***Low gives a message that you're well-rested/well-fed.

There are several potential HUD configurations based on this... hmm. To avoid getting the "hungry" message before the bar's even half empty, I'd probably ignore the Extreme threshold for this purpose and do it something like: hud_max = 0, hud_min = (High * 1.5), color-change at Low and again at High. (Or just at High. There are only so many colors...)

Edit: Hey... is it possible for the min and max values to be dynamic? If so, I'd do min = High until you reach High, then turn the bar a nasty color and switch to min = Extreme. I guess the hud_min line would be:
"((BN.HungerMessageHigh>BN.hunger)*BN.HungerMessageHigh)+((BN.HungerMessageHigh<=BN.hunger)*BN.HungerMessageExtreme)"
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Wed Mar 30, 2011 1:29 am

http://www.tesnexus.com/downloads/file.php?id=36795
  • Fixed Kouu's bug.
  • Added a lesser power to show current needs (can be disabled).
  • Power names padded with a leading dash so they sort to the top of the list.
  • Wrye Bash shouldn't have anything to complain about.
  • Better readme.



Thanks tejon!

You're the best :)

cc
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Wed Mar 30, 2011 4:32 am

http://www.tesnexus.com/downloads/file.php?id=12149
Finally fixed that damn Serpent Sting crash. Weird stuff, man.
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Wed Mar 30, 2011 7:02 am

Hey!

Two things from me:

One - would you consider changing the "Ritual" around a bit? Spectrum in particular. What I had in mind is this: make it cast "calm" not only on animals, but on all hostile creatures (humans, daedra, etc.), keep rally for friendlies (I'm not sure if it works on other things than human, but if it does it would be nice to have them affect all), turn undead makes sense as it is. I'm not sure what the purpose of "frenzy" on Daedra is though. They might attack each other, true, but it's a touch spell so it's more likely that you'll get battered in the process. If you'd rather keep it race-themed, then maybe add in demoralize for hostile humans and keep calm for the beasts? I can live with it not affecting Daedra.

And two, would you, perhaps, in the future, if you have the time, and are so inclined, if, of course, it's not too much trouble, and it suits you, maybe you could tweak the sign stones as well?

Thank you!

Oh, may I ask what you're working on at the moment, if it's not a surprise? :)

cc
User avatar
tegan fiamengo
 
Posts: 3455
Joined: Mon Jan 29, 2007 9:53 am

Post » Wed Mar 30, 2011 8:28 am

One - would you consider changing the "Ritual" around a bit? Spectrum in particular.

No. Will PM why if you'd like to know, but not gonna post it here because I generally like to maintain the TES tradition of mystery. ;)

maybe you could tweak the sign stones as well?

Thank you for reminding me. That's been planned for a while, heh.

Oh, may I ask what you're working on at the moment, if it's not a surprise? :)

Uh... an MMO. :spotted owl: Two secret(ish) projects, one which you'll see pretty soon, one much farther out; the "soon" one is a collaboration and the ball's not in my court at the moment. But meanwhile, I'm still rolling through my existing mods making tweaks and updates and suchlike. Current top priority is resolving the issue with certain TRAP abilities being given multiple times to generic NPCs.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Tue Mar 29, 2011 11:58 pm

Hello Tejon,

many thanks to your great mods, especially nGCD. Currently I had it installed, with FCOM and Supreme Magicka (disabled the Magic regen and pool in the ini).
But I had to deinstall even this configuration.
After meeting 4 Adventurers on my way to Cheydinhal (2 of them winded up after they turned against each other..??), my character had an Athletics skill up,
after that the game crashed within a second, just saw the message. My char was a level 3 Battlemage, and everything seemed to work fine, until then.

I really do mess with my mods, since I try to get a nearly CTD free installation ( even got rid of Better Cities and UL).
The crash happened just on the road to Cheydinhal, I only remember CTDs when getting close to some spots or using an entrance.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Tue Mar 29, 2011 9:41 pm

@Marshmallow -
1. Are you using my other mod, Skill Decay?
2. What version of OBSE do you have? (The exact version number from the top of obse.log)
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Wed Mar 30, 2011 9:26 am

@Marshmallow -
1. Are you using my other mod, Skill Decay?
2. What version of OBSE do you have? (The exact version number from the top of obse.log)


Thank you for answering this soon.
No, I am not using skill decay.
And I am using the very latest beta, v0020 beta 5.

I might found another possible source for the CTD.
There are two possible solutions for the installation order regarding Quarls TP 3 / Bomrets / etc and the Unofficial Patches.
http://tesivpositive.animolious.com/index.php?page=guide_aesthetic_mods tells differently than thehttp://www.gamesas.com/index.php?/topic/1165282-relz-martsmonstermod37b3-public-release-3-relz/ in this forum.
I installed these mods and replacers just as proposed in the first link. First Bomrets Normals for vanilla, QTP3, then UOP's, then QTP Patch for UOP.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Wed Mar 30, 2011 1:22 am

Thank you for answering this soon.
No, I am not using skill decay.
And I am using the very latest beta, v0020 beta 5.

I might found another possible source for the CTD.
There are two possible solutions for the installation order regarding Quarls TP 3 / Bomrets / etc and the Unofficial Patches.
http://tesivpositive.animolious.com/index.php?page=guide_aesthetic_mods tell differently than thehttp://www.gamesas.com/index.php?/topic/1165282-relz-martsmonstermod37b3-public-release-3-relz/ in this forum.
I install it like the first link proposed, QTP3, then UOP's, then QTP Patch for UOP.


Hey!

I'm not sure about this, but I don't think the texture packs change anything that could cause a CTD. On the other hand, there's nothing to suggest that nGCD is causing this and not something else.

What I would suggest is to find a spot where the CTD happens upon reloading as well. Then, make a save close to that location and start taking mods off until you find the culprit.

If you're only getting CTDs at random times and in random places and they don't repeat after you load the game, the issue may be from somewhere else - perhaps a memory issue or something.

Hope this helps!

cc
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Tue Mar 29, 2011 9:57 pm

tejon, can you make it so that Bosmer's Beast Tongue won't be 'wasted' if applied to an animal with a too high level?
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Tue Mar 29, 2011 10:40 pm

Beast Tongue doesn't have a level limit in the latest version.
User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Wed Mar 30, 2011 11:19 am

Hi,
First of all, I really appreciate your work. I couldn't play without nGCD.
Second, I have a couple of questions:
1. I was thinking about downloading Life Detected. As far as I understand the particles are moving, do you have any video I can watch before I download it?
2. Why isn't The Versatile Adventurer -aka- Anyclass on the list?

~ Sweagle
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Wed Mar 30, 2011 2:04 am

I don't have any video. Never had any other reason to record any, so I've never installed Fraps or anything. :P Always figured eventually someone else would upload some, the option's there, but it never happened! For now, you'll just have to check 'em out firsthand. Not hard... just start a character with Mysticism as a class skill, cast Minor Life Detection and look at the Blades when they come down the hall.

Anyclass isn't on the list because I forgot to put it there. Fixed!
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Wed Mar 30, 2011 12:04 pm

Your mods are awesome and are a great improvement to the gameplay.

However, I have a couple of issues that have been reported in other websites but you seem to check this one the most.

Skill Decay- Constant CTD whenever your skill increases(haven't tried all of them, at least when fighting and my health goes below 40% it crashes), tried with both vanilla Oblivion and modded Oblivion. Other people having the same issues. If you go into the .ini and only leave skill decay over time active, the problem seems to go away. In other words, Skill Decay is unplayable the way it is (I don't know if this is the case for other people)

Progress- I don't seem to get the Progress Initialized message. Also tried in vanilla and modded Oblivion both. I don't really know if it is working or not. Is there any other way to check if Progress is working or anything I can do to fix it?

Edit: Looks like if your skills are leveling normally when progress.esm is on, that is enough to say that Progress is working. Right?
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Wed Mar 30, 2011 7:26 am

Skill Decay- Constant CTD whenever your skill increases

This is due to a bug in OBSE v0020 beta 5. There is no crash with beta 4, and there won't be with beta 6 (Scruggs has confirmed and fixed it, just not released yet). I've made note of it in the Skill Decay thread, didn't put lots of notes everywhere else because to be honest I thought beta 6 would be out by now. :P Should be very soon now tho, Scruggs was busy with school but is active here again.

Progress- I don't seem to get the Progress Initialized message.

Yeah, the message isn't even in the code anymore, that's a documentation error. As you surmised: if you can gain skills, it's working.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Wed Mar 30, 2011 12:41 pm

This is due to a bug in OBSE v0020 beta 5. There is no crash with beta 4, and there won't be with beta 6 (Scruggs has confirmed and fixed it, just not released yet). I've made note of it in the Skill Decay thread, didn't put lots of notes everywhere else because to be honest I thought beta 6 would be out by now. :P Should be very soon now tho, Scruggs was busy with school but is active here again.


Yeah, the message isn't even in the code anymore, that's a documentation error. As you surmised: if you can gain skills, it's working.


Thank you! I knew it was too weird since the .ini is not complex. I was, however, able to get Skill Decay to work with OBSE v0020 beta 5 by removing all features but the core (that is, skill decay over time). Indeed, skills decayed over time with no CTD. Anyways, I'm glad to know next OBSE will fix this issue. I'll try and look for beta 4, if there's still a download for it, I think i couldn't find it on the official OBSE website. Aside from that, this mod is just so much needed, it is a MUST HAVE. It will make playing so much challenging, realistic and versatile. At last, there won't be a dead end (= boring) end when you reach mastery level. This mod alone + any skill uncapper is all you need to have one of the best skill experiences ever. nGCD+Skill Decay+Progress is the best combination of leveling mods that is out there (in my opinion, for hardcoe RPG fans there's Oblivion XP) but I rather have this changing immersive leveling system. Once again thanks for all of these mods!

Edit: Yup, looks like there's no link to download OBSE v0020 beta 4, only beta 5 :(.
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

PreviousNext

Return to IV - Oblivion