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

Post » Wed Mar 30, 2011 10:36 am

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).

Yep... the bug is in the OBSE "on skill-up" event trigger, which is used by decay on advancement and by the buffer system, but not by decay over time.

Beta 4 is still online, you just have to hit "Previous Thread" on the first post of the OBSE development threads until you get back that far. But don't bother, http://obse.silverlock.org/beta/obse_0020_beta_4.zip. :)

Aside from that, this mod is just so much needed, it is a MUST HAVE.

Thank you! It's something I'd wanted to do for a long time, but there wasn't a good clean method available until OBSE v0020. Seriously, without the OBSE team I probably wouldn't even be an Oblivion modder.

nGCD+Skill Decay+Progress is the best combination of leveling mods

Personally I would add either GotNoClass or Anyclass to the mix... which should be obvious since I wrote them both. ;) Some people actually use both at once, which works out oddly well, though nGCD and Skill Decay don't behave exactly as expected. (It works out to an early-game advancement bonus that vanishes once you pass the number of skill ranks you'd get from an actual class, so there's no real harm.) At some point I want to roll those three together along with JRoush's AVUncapper so they're all mutually aware of each other, for a less configurable but completely integrated advancement system.
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Chica Cheve
 
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Post » Wed Mar 30, 2011 9:00 am

Excuse my ignorance, I forgot to look in this forum :P. Thanks for the direct link!

I don't use the GotNoClass mod because I actually like to have major and minor skills. It is just a matter of personal taste I guess, I like to have a set of skills where my character is better at (and also learns quicker) and then the other skills.

Hey, doesn't nGCD have its own uncapper in its .ini? (skill uncapper, not stats uncapper)
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Klaire
 
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Post » Wed Mar 30, 2011 7:22 am

---double post----- sorry
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Sierra Ritsuka
 
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Post » Tue Mar 29, 2011 8:51 pm

I don't use the GotNoClass mod because I actually like to have major and minor skills. It is just a matter of personal taste I guess, I like to have a set of skills where my character is better at (and also learns quicker) and then the other skills.

Yep, that's what Anyclass is for. It preserves that system, which I also think is pretty interesting, but if your minors wind up higher than your majors they become the new majors. Of course there are reasons you might prefer not to have that happen, but to me it seems like better gameplay that the stuff you've learned most (or with skill decay, lately) is what gets a boost to advancement, rather than the stuff you learned first. (Whether or not this is actually more realistic is possibly up for debate.)

Hey, doesn't nGCD have its own uncapper in its .ini? (skill uncapper, not stats uncapper)

No, nGCD does nothing at all to skills. The "skill max" setting determines what maximum it expects to see, but doesn't remove the cap; it's basically a compatibility option. Uncapping in Oblivion is a far more complex beast than it was in Morrowind, because many of Oblivion's formulas are internally capped (and some would cause ridiculous behavior if you just lifted that cap), so it's not just a matter of tricking the engine into letting those particular numbers get bigger. It's not the kind of thing you can just build into another mod, these are huge projects and there have only been three that I know of. Legendary Mastery was the first attempt, and the only one that was done with scripts. Elys Uncapper, the current most popular option, is an OBSE plugin; it actually hacks the game code directly rather than trying to patch around it. The newcomer, AVUncapper, does the same and aims for more configurability and a smoother transition (Elys literally has different rules post-100), but it's not quite finished and definitely not user-friendly yet (I'm supposed to be helping with that, heh).
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jess hughes
 
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Post » Wed Mar 30, 2011 10:16 am

Sorry I think I meant to say progress. Yeah that makes sense since Progress is the mod that messes with skills. I think I saw an uncapper in the .ini. Can't remember. But well, if it "visually" uncaps the skill level, that would be enough to disable Skill Decay's lock on mastery level?

About GotNoClass, I think both ways are realistic. Having certain specializations is totally realistic. Not having those major skills gives us...let's say...a wider control over our character in the sense that we are not bounded to those 7 major skills that we picked. Although, if using skill decay, the fact that all skills advance slower means you are gonna have a much harder time keeping them up (if you use a skill uncapper and don't lock skills at mastery level). But yeah this specific mod is based on taste and gameplay preference. Technically, I think the only difference is that if you use the major skills, since those level faster, you'll have an easier time keeping those up, which is convenient since you should be able to learn your specialized skills faster. Still great addition, thanks to all of these mods Oblivion players can easily say "there's a mod for every taste".

Good luck with AVUncapper, I hope you guys can finish it. :)
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Nana Samboy
 
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Post » Wed Mar 30, 2011 5:25 am

But well, if it "visually" uncaps the skill level, that would be enough to disable Skill Decay's lock on mastery level?

You do that in SkillDecay.ini. There are three modes: no lock, lock all masteries, lock Master only. Default is the third option, sounds like you want the first.

About GotNoClass

I was talking about http://www.tesnexus.com/downloads/file.php?id=36349, which is very different from GotNoClass. It keeps the whole specialization system, but changes what you're specialized in based on what your character actually does the most.
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BaNK.RoLL
 
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Post » Tue Mar 29, 2011 10:26 pm

Seriously? That is terrific! I didnt know that mod was for that. That sounds really appealing, one question though, do the skills that you use the most turn into ur major skills therefore making them advance faster like normal major skills?

About the skill decay I meant if by using any skill uncapper would it work to take off the lock at mastery level since you recommend using one because if not mastery level would drop always.
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BrEezy Baby
 
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Post » Tue Mar 29, 2011 9:10 pm

one question though, do the skills that you use the most turn into ur major skills therefore making them advance faster like normal major skills?

Yep!

About the skill decay I meant if by using any skill uncapper would it work to take off the lock at mastery level since you recommend using one because if not mastery level would drop always.

Ah... yes, as long as you have a mod which actually uncaps skills it's save to remove that lock. nGCD doesn't, but Elys Uncapper or AVUncapper does.
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NEGRO
 
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Post » Wed Mar 30, 2011 1:04 am

Perfect, that is awesome. Im so gonna use it. One last question (sorry for asking too many things) I guess it works like this but just in case, once you get your major skills, if u start using another skiils more would they turn into your major skills and the others turn back to minor skills?

Thanks for answering and for these wonderful mods!

Edit: I just found a funny bug (well not really, it is just the result of combining nGCD + FCOM) Since your health starts so low (enough that you automatically get the low health tutorial notification), if you turn the difficulty meter to max, where I like to play it, and even fully armored with shield and blocking, if one of the daedric guys touches you, INSTA DEATH! lol. At first I thought it was a bug since FCOM does not go that far and I always questioned the appearance of the Low Health notification when my health was in fact full. Then I remembered what I read in the readme :P. I'm currently trying to figure out if skill decay is working. I can see the notification that says skilldecay.ini settings were active, but I pressed T and waited for a total of 72 hours and no skill went down. (I use DarN UI but I think that doesn't have anything to do with it)
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Noraima Vega
 
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Post » Wed Mar 30, 2011 1:18 am

Tejon-

Am I correct in assuming that if I combine Progress in a load order with an overhaul that already has skill rate changes in a later loading esp that progress will not work as intended or as set up in its ini?

The new overhaul http://www.gamesas.com/index.php?/topic/1166726-rel-oblivion-warcry-new-dimension-ev/ has something they call level brakes (skill progression changes) see http://www.gamesas.com/index.php?/topic/1166726-rel-oblivion-warcry-new-dimension-ev/page__view__findpost__p__17296328 for some info.

Looking in tes4edit I see that the fSkillUseFactor is left alone but that the use value for individual skills are altered in its esp.

Will this further effect Progress or will the OBSE style scripts override that and Progress is safe to use?

Thanks much.
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Jeremy Kenney
 
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Post » Tue Mar 29, 2011 9:20 pm

Progress will override any hard-set values when it initializes, so it'll work fine in general. If you want to keep OWC ND's advancement settings but use some of the Progress modules, just copy the numbers you see in TES4Edit to Progress.ini.

I'm not sure about the "level brakes" thing, is that a scripted change mid-gameplay or just a numbers tweak beforehand? If it's an active script, it might conflict with Progress (or at least certain modules) depending on how it's accomplished.
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Crystal Clarke
 
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Post » Tue Mar 29, 2011 8:58 pm

Hey,


I just noticed that my Sneak skill was at 95531928% Is that related to any of your mods Tejon? Im just trying to track down the source. Could it be AV uncapper?
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Karine laverre
 
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Post » Tue Mar 29, 2011 11:42 pm

I've gotten two other reports of that, it seems to be an interaction between your UI mod and Skill Decay. As far as I can tell from user reports, it's purely cosmetic; everything's working as intended except that percentage display.
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Mrs. Patton
 
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Post » Tue Mar 29, 2011 8:40 pm

I've gotten two other reports of that, it seems to be an interaction between your UI mod and Skill Decay. As far as I can tell from user reports, it's purely cosmetic; everything's working as intended except that percentage display.



I dug back through a few posts and saw the same report. He said it was beacuse he had the AV uncapper .esp selected but no DLL in the plugins folder for obse. That wasnt the problem with me so it may have been a fluke that he got it fixed. In my case it seems more than visual. My sneak skill went from 32 to 100 really fast. Unless that was also just visual.

Anyhow that character was less than an hour old so I just started a new character. So far everythings fine. Thanks again for the help and I love your work!

Here is my load order just in case:


Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.2]03  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]04  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.73]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  Progress.esm  [Version 2.2]0C  CM Partners.esm0D  Toaster Says Share v3.esm0E  CustomSpellIcons.esm0F  HorseCombatMaster.esm10  Unofficial Oblivion Patch.esp  [Version 3.3.4]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.1]13  SM Plugin Refurbish - SI.esp  [Version 1.30]**  MOBS SI.esp  [Version 1.2.2a]14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  Fran Armor Add-on.esp1A  Atmospheric Loading Screens - Original Text.esp1B  Natural_Habitat_by_Max_Tael.esp1C  All Natural.esp  [Version 1.2]1D  All Natural - SI.esp  [Version 1.2]1E  Immersive Interiors.esp  [Version 0.7]++  phinix-waterfix.esp++  KoldornsImprovedLava2.esp++  Symphony of Violence.esp1F  AmbientTownSounds.esp20  Atmospheric Oblivion.esp21  Distant Chapel Bells.esp22  All Natural - Real Lights.esp  [Version 1.2.1]23  Cities Alive At Night.esp24  WindowLightingSystem.esp25  AliveWaters.esp26  AliveWaters - Koi Addon.esp27  AliveWaters - Slaughterfish Addon.esp28  Book Jackets Oblivion.esp29  Bedrollsanyone.esp++  Item interchange - Extraction.esp  [Version 0.76]++  Oscars_Nicer_Grass-3346.esp++  VA_BetterGold.esp2A  Willful Resistance.esp  [Version 4.0]2B  Enhanced Economy.esp  [Version 5.2.2]2C  Display Stats.esp  [Version 2.0.1]2D  DropLitTorchOBSE.esp  [Version 2.4]2E  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]2F  FormID Finder4.esp30  Streamline 3.1.esp31  Dynamic Map.esp  [Version 2.0]32  Map Marker Overhaul.esp  [Version 3.8]33  DLCHorseArmor.esp34  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]35  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]36  DLCOrrery.esp37  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]38  SM Plugin Refurbish - Orrery.esp  [Version 1.11]39  DLCVileLair.esp3A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]3B  DLCMehrunesRazor.esp3C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]3D  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp3F  AlternativeLightArmors12.esp40  CapesandCloaks.esp++  CM_Better Wine.esp++  CM_Better Wine_SI.esp41  Dread Knight Armor.esp++  FineWeapons.esp++  RustyItems.esp42  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp43  DLCThievesDen.esp44  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.8]45  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]46  Cobl Glue.esp  [Version 1.73]47  Cobl Si.esp  [Version 1.63]48  Bob's Armory Oblivion.esp49  FCOM_BobsArmory.esp  [Version 0.9.9]4A  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]4B  Oblivion WarCry EV.esp  [Version 1.09]**  FCOM_WarCry.esp  [Version 0.9.9MB5]4C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]4D  ArmamentariumArtifacts.esp  [Version 1.35]4E  OOO 1.32-Cobl.esp  [Version 1.72]4F  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]50  FCOM_RealSwords.esp  [Version 0.9.9]51  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]53  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]**  FCOM_ArcheryHunting&Crafting.esp  [Version 1]56  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]57  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.73]58  Ivellon.esp  [Version 1.8]59  300 Regal Imperial City 2.esp5A  AdenseEpicDungeon.esp5B  AlchemistsCave.esp5C  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]5D  AyleidArrows.esp  [Version 1.8]5E  BrotherhoodRenewed.esp  [Version 1.0.11]5F  DescentIntoNecropolis.esp60  GTAesgaard.esp61  SB IC Palace Tower Light Mod v1.1 - Constant Yellow Light.esp62  ImpeREAL City Unique Districts - All the Districts - Merged.esp63  ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp64  ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp65  GlenvarCastle.esp66  The Ayleid Steps.esp  [Version 3.4]67  Thievery.esp68  thievery - EE patch.esp  [Version 4.2]69  VHBloodlines 1.2.esp  [Version 1.5.2]6A  Woodcutters_Cabin_COBL.esp6B  DLCBattlehornCastle.esp6C  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]6D  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]6E  DLCFrostcrag.esp6F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]70  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]71  Knights.esp**  Knights - Book Jackets.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]**  DLC_MOBS.esp72  TOTF.esp++  TOTF Delayer.esp73  The Lost Spires.esp74  Blood&Mud.esp75  Blood&Mud - EE patch.esp  [Version 4.2]76  Lost Paladins of the Divines.esp77  HoarfrostCastle.esp78  MannimarcoRevisited.esp79  MannimarcoRevisitedOOO.esp  [Version 0.1]7A  MannimarcoWardrobeChest.esp7B  Shadowcrest_Vineyard_COBL.esp7C  Shadowcrest_Vineyard_GuardCOBL.esp7D  ShezriesTownsMaster.esp7E  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]7F  Feldscar.esp  [Version 1.0.8]80  Vergayun.esp  [Version 1.0.6]81  Faregyl.esp  [Version 2.0]82  Molapi.esp  [Version 1.0.1]83  HeartOftheDead.esp  [Version 6.0.1]84  xuldarkforest.esp  [Version 1.0.5]85  LostSpires-DarkForest patch.esp86  xulStendarrValley.esp  [Version 1.2.2]87  xulTheHeath.esp88  XulEntiusGorge.esp89  xulFallenleafEverglade.esp  [Version 1.3.1]8A  LostSpires-Everglade patch.esp  [Version 1.2]8B  xulColovianHighlands_EV.esp  [Version 1.2.1]8C  xulChorrolHinterland.esp  [Version 1.2.2]8D  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]8E  xulBravilBarrowfields.esp  [Version 1.3.2]8F  xulLushWoodlands.esp  [Version 1.3.1]90  HoarfrostCastle-LushWoodlands patch.esp91  xulAncientYews.esp  [Version 1.4.3]92  xulAncientRedwoods.esp  [Version 1.6]93  xulCloudtopMountains.esp  [Version 1.0.3]94  Ravenview-Cloudtop-Patch.esp  [Version 2.0]95  xulArriusCreek.esp  [Version 1.1.3]96  xulPatch_AY_AC.esp  [Version 1.1]97  HeartoftheDead-ArriusCreek patch.esp98  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]99  xulPantherRiver.esp9A  Blood&Mud-PantherRiver patch.esp9B  xulRiverEthe.esp  [Version 1.0.2]9C  xulBrenaRiverRavine.esp  [Version 1.1]9D  xulImperialIsle.esp  [Version 1.6.6]9E  UL Imperial Isle Adense Epic Dungeon Patch.esp9F  xulBlackwoodForest.esp  [Version 1.1.0]A0  xulCheydinhalFalls.esp  [Version 1.0.1]A1  Blood&Mud-CheydinhalFalls patch.espA2  TearsOfTheFiend-CheydinhalFalls patch.espA3  DungeonsOfIvellon-CheydinhalFalls patch.espA4  xulAspenWood.esp  [Version 1.0.2]A5  Lakewood+AspenWood Patch.esp  [Version 2.0]A6  xulSkingradOutskirts.esp  [Version 1.0.1]A7  xulSnowdale.esp  [Version 1.0.2]A8  Feldscar+Snowdale Patch.esp  [Version 1.0]A9  OOO-Snowdale Patch.espAA  xulCliffsOfAnvil.espAB  Castle_Wolfspike.espAC  Patch-Wolfspike-UL.espAD  bartholm.espAE  BarrowFields-Blood&Mud-Patch.esp  [Version 1.0]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]AF  Natural_Vegetation_by_Max_Tael.espB0  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]B1  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]++  As Intended - OOO Boars & Imps.espB2  Birthsigns Expanded.esp  [Version 3.21.]B3  DS Portable Sorters.esp  [Version 1.3]B4  DS Storage Sacks.esp  [Version 1.3]B5  Dungeon Actors Have Torches 1.6 CT.esp++  Border Removal.espB6  Alternative Start by Robert Evrae.espB7  BareNecessities.espB8  RealisticForceMedium.espB9  RealisticMagicForceMedium.espBA  SupremeMagicka.esp  [Version 0.90b]BB  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]BC  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]BD  Syc_AtHomeAlchemy_No_Bounty_v2.espBE  RshAlchemy.espBF  RshAlchemyRecipes.espC0  SM Combat Hide.esp  [Version 1.2]C1  Sneaking Detection Recalibrated.espC2  RenGuardOverhaul.espC3  Deadly Reflex 5 - Timed Block and 250% damage.espC4  DeadlyReflex 5 - Combat Moves.espC5  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]C6  Duke Patricks - Actors Can Miss Now.espC7  nGCD.esp++  nGCD Birthsigns.espC8  ProgressGSD.esp  [Version 2.0]C9  ProgressMBSP.esp  [Version 2.0]CA  ProgressSBSP.esp  [Version 1.0]CB  ProgressRBSP.esp  [Version 1.0]CC  ProgressArmorer.esp  [Version 1.0]CD  JCN_AV Uncap.esp  [Version 1.01]CE  SkillDecay.espCF  The Versatile Adventurer.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]D0  CM Partners.espD1  Toaster Says Share Faction Recruitment.espD2  CM Partners Special NPCs.espD3  CM Partners NPC.espD4  CM Partners More NPCs.espD5  CM Partners Marker NPCs.espD6  CM Partners Extra NPCs.espD7  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]++  Life Detected - OMOD.esp**  FCOM_Archery.esp  [Version 1.0]++  SM_DeadlyReflex.esp  [Version 0.90]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]D8  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]D9  Bashed Patch, 0.esp

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T. tacks Rims
 
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Joined: Wed Oct 10, 2007 10:35 am

Post » Wed Mar 30, 2011 4:01 am

Tejon,

Will loading trap after rbp overwrite its crazy mana regen rates?

Or are they mutually exclusive?

Im trying to find a way to keep rbp but have mana regen set the way you do things.
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Heather beauchamp
 
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Post » Wed Mar 30, 2011 12:55 pm

TRAP doesn't touch magicka regneration. There are a couple of ways to mix TRAP and RBP, but it's probably not relevant to what you're trying to achieve right now.

If you're using nGCD, loading it after RBP will override those settings, and you can configure nGCD's regeneration as you wish.

If you're not using nGCD, I believe RBP only edits three relevant game settings: http://cs.elderscrolls.com/constwiki/index.php/FMagickaReturnBase, http://cs.elderscrolls.com/constwiki/index.php/FMagickaReturnMult and http://cs.elderscrolls.com/constwiki/index.php/FPCBaseMagickaMult. You can create your own .esp to set those however you want, and load it after RBP.
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Andrea P
 
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Joined: Mon Feb 12, 2007 7:45 am

Post » Wed Mar 30, 2011 6:08 am

Hi Tejon I would like to port Progress to Nehrim. I added a primitive skill slowdown patch to my mod Exponential Levelling Nehrim,which I will remove if I can get this to work.

I had a look at progress a couple of days ago & I like what you have done so much better than mine.

I would need to remove or comment these settings in the ESM script & the corresponding ones in the ini file, as this is all handled by scripts in Nehrim but I think the rest of it would work fine well I hope it will.

int iLevelUpSkillCount
int iTrainingSkills
float fTrainingCostMult

I have changed the ESM master to Nehrim & changed the ESP masters to Nehrim & left the Progress ESM in place

If I create a Progress Nehrim ini & change this line Else RunBatchScript "Data\_tejon\Progress.ini" RunBatchScript "Data\_nehrim\Progress.ini" & comment or delete the lines in the script that don't apply in Nehrim, I'm hoping it should work.

There are no major or minor skills in Nehrim but they have left the settings intact & as these are left at default in Progress they shouldn't be an issue anyway.

The Nehrim Dev's have set the iLevelUpSkillCount to 9999999 which is probably a fairly effective way to make sure they are never called. I could probably do the same in the ini, or would it be better to comment out those settings in both the ini & the script?

Iv'e been looking through the ini settings & I think all of the skills component will work really well in Nehrim. I would probably slow most of the skills down even more because of Nehrim's experience point System.

I'm a real beginner here & have been doing a few simple edits to Real sleep extended & still needed a lot of help from The Nice One :sadvaultboy: but I think that one is working properly now.

Thanks in advance for any advice & help on the best way to approach this Regards Beebee

Well so far no luck.
I decided to go with a minimal change option & created a Progress Nehrim.ini & changed the settings that don't apply in Nehrim to The Nehrim defaults.
Namely
set Progress.iLevelUpSkillCount to 9999999
set Progress.iTrainingSkills to 5
set Progress.fTrainingCostMult to 1.0000

I left the script alone as I thought that changing the settings would be enough, but Progress doesn't load.
Am I missing something in the ESM that will need changing?

I have changed all the masters to Nehrim Activated the ESM & the ESP's but get no message in game that progress has loaded Thanks in advance for any help Regards Beebee

Well Iv'e just done what I should have done in the first place, read through the last few threads & found the console command "sqv progress" & Progress is loading, so far so good Beebee

Further Developments: I have just installed MenuQue & now have a much more verbose Console. I got these messages when I opened the console http://img607.imageshack.us/f/oblivion201104111418523.jpg/ http://img839.imageshack.us/f/oblivion201104111420099.jpg/ . It is working but I don't have the knowledge to figure out what that error is about Beebee
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Wed Mar 30, 2011 8:11 am

Hi Tejon Progress seems to be loading fine in Nehrim so far.
I haven't played enough to know if it's really working but it looks good so far, except for this message in the console, http://img607.imageshack.us/f/oblivion201104111418523.jpg/. what do I need to change in the ESP to get it to load, if I do need to change anything at all?

Well I have figured out what that console message was about, well not really, but when I commented out all references to training In The ProgressGSD INI I stopped getting the Message & now everything seems to be working fine. I have uploaded the Modified File to Nexus with a full explanation that the Buck stops with me but as there seem to be so few users interested in a modded Nehrim I'm not expecting many calls for support

Regards Beebee
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Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

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