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

Post » Wed Mar 30, 2011 11:41 am

interesting... i didnt realize you actually put that much time into factoring in lore. :P i took a look at the night script with the phases, but i figured i could just copy the same way the 6 second timer is done just change it a bit. i dont know how to compile or save a script correctly without getting mass variable errors so this is just a few simple quick lines i tried adding to see if it worked lol. just bolded the changes... its probably not even done correctly but i thought i would give it a shot without having to ask someone else to help. i have bolded anything i added.

EDIT- ok nevermind, realized i was way off so i deleted the code sorry.
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Gaelle Courant
 
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Post » Wed Mar 30, 2011 12:36 pm

i dont know how to compile or save a script correctly without getting mass variable errors...

Just a thought, but if you're getting a ton of errors when trying to tweak an existing script, it's possible you're not running the CS with OBSE.
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Dean
 
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Post » Wed Mar 30, 2011 11:54 am

Just a thought, but if you're getting a ton of errors when trying to tweak an existing script, it's possible you're not running the CS with OBSE.

haha yeah thats probably it lol! my attempt at adding a timer was horrible though, the timer itself probably worked... but only once, started hurting my brain coming up with a good way to refresh the timer every time.

EDIT- how do i run CS with obse? thot all i had to do was drag over the CS dll thing?
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Tarka
 
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Post » Wed Mar 30, 2011 9:06 am

i didnt realize you actually put that much time into factoring in lore.

Heh, I spent well over a hundred hours researching the Imperial Library before I wrote one line of code for Birthsigns Expanded. :) TRAP took a little less time, but only because I'd already done it once...

how do i run CS with obse?

You need to create a shortcut which runs:

obse_loader.exe -editor

...with the appropriate directory added to the front, of course.

P.S., YOU BELONG TO THE CS NOW! :deal: :evil:
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Marguerite Dabrin
 
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Post » Wed Mar 30, 2011 12:00 pm

Heh, I spent well over a hundred hours researching the Imperial Library before I wrote one line of code for Birthsigns Expanded. :) TRAP took a little less time, but only because I'd already done it once...


You need to create a shortcut which runs:

obse_loader.exe -editor

...with the appropriate directory added to the front, of course.

P.S., YOU BELONG TO THE CS NOW! :deal: :evil:

haha wow i cant say ive ever bothered reading one book there... just spammed books for skill ups LOL! glad to see someone put so much effort into a mod... which explains why I use almost all ur mods. :P
i couldnt get the beginning timer working so I just gave up on that approach and changed ur invis to chameleon simply to match my taste... i found invis a bit overpowering since i could shoot someone with a bow and just immediately squat and they would WHERE HE GO? lol
just changed it to 95% chameleon and doubled the cooldown to 12 seconds so its useful at further distances. im sure im the only one who felt invis was too much.
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Josephine Gowing
 
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Post » Wed Mar 30, 2011 3:24 am

What about: "When sneaking, gain Chameleon % = 1/2 current shadow coverage."

Fact is, I'm almost totally ignorant of sub-100% Chameleon effectiveness. Is that too much? Too little? Should it be limited to only triggering when already undetected, like the current ability?

Light level is already a factor in sneaking, so this is kind of a double-bonus. If it becomes a scaling effect rather than a conditional toggle, the balance is actually a lot harder to work out, but I do like this idea better in general.

Should it be outdoor-only to match the forest lore (and light levels never hit zero)? That's about as specific a location test as I can get without putting more unique code into this ability than the rest of the mod combined...
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RAww DInsaww
 
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Post » Wed Mar 30, 2011 7:48 am

What about: "When sneaking, gain Chameleon % = 1/2 current shadow coverage."

Fact is, I'm almost totally ignorant of sub-100% Chameleon effectiveness. Is that too much? Too little? Should it be limited to only triggering when already undetected, like the current ability?

Light level is already a factor in sneaking, so this is kind of a double-bonus. If it becomes a scaling effect rather than a conditional toggle, the balance is actually a lot harder to work out, but I do like this idea better in general.

Should it be outdoor-only to match the forest lore (and light levels never hit zero)? That's about as specific a location test as I can get without putting more unique code into this ability than the rest of the mod combined...

Well, honestly its such a small thing it might just be my personal bias as a stealth character and not even worth contemplating about. I like the idea of a few seconds after going into sneak you gain some kind of stealth bonus, be that chameleon or invisibility... A passive based on lightsource is an interesting idea but I really think what you chose to do currently was a great idea, its just too instant that it causes enemies to always lose where you were regardless. Outdoors only in a forest is a cool idea lore-wise but theres not much to kill in a forest. :P I found that 95% chameleon is the exact number where you will actually lose a target after they see you if you are far enough away. To be honest, I dont really understand sub chameleon either, seems to have ZERO affect on anything unless its a value of 95 or higher. I believe 1% chameleon means when being checked for detection there is a 1% chance you will not be detected and 100 chameleon is the same as being invisible according to http://cs.elderscrolls.com/constwiki/index.php/Category:Detection ... so 95% would be pretty high but seems to be the only number that actually works. Theres always the consideration the % could effectively be lowered depending on your level or sneak skill so that its not too over empowering, but honestly since you cant move while its in effect and the NPC still runs over to u and looks around, its not that much of a balance issue. The NPC will ALWAYS run over to your general area instead of invisibility where they just stop searching all together.

EDIT- i take back what i said about 95%, can always squat right in front of ur enemy and they will lose track of you. 85-90% seems to be better but chameleon is just so stupidly random and makes NPC searching weird. i think 3 second timer before invis is triggered is the best option.

Like i said, most people probably prefer what you have done with the invisibility, I just find sneak in oblivion terribly easy even from the beginning so the free invis was just too powerful for my taste. Invis after say 3 seconds wouldnt be too bad either, since by then if you were attacking a target too close, they would alread be within range of you therefor invis would deactivate via your script condition.
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Karine laverre
 
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Post » Wed Mar 30, 2011 7:59 am

Ok swears this'll be the last post about the invisibility! I decided to try coding it again and I added a 3 second timer. It may be pretty crude though... but it works. Just made "timer2" the 3 second timespan, and "delay" turn it on and off. I also realized I have Supreme Magicka and I think it does something weird to Invisibility so I dunno whats being affected or changed. Just thought since I tested with the timer I would go ahead and post it. No more shooting an NPC and squatting and getting instant invis... Theres even a small chance of being detected if you invis too late. Chameleon was a horrible idea and made patrolling bugged.

Spoiler
ScN tejonRaceBosmerTokenScriptshort INITfloat versionref targetint isPlayerfloat locXfloat locYfloat locZfloat timerfloat timer2int shadowsOKint shadowsint delayfloat valueref Beast	;	from 0.4ref Wildint magWildint isActivefloat rechargearray_var eachbegin GameMode	if (INIT < 0)		if (target.GetItemCount tejonRaceBosmerToken == 1)			if (target.HasSpell tejonRaceBosmerBeast)				target.RemoveSpellNS tejonRaceBosmerBeast			endif			if (target.HasSpell tejonRaceBosmerShadows)				target.RemoveSpellNS tejonRaceBosmerShadows			endif			if (target.HasSpell tejonRaceBosmerShadowsNPC)				target.RemoveSpellNS tejonRaceBosmerShadowsNPC			endif			if (target.HasSpell Wild)				target.RemoveSpellNS Wild			endif		endif		RemoveMe	elseif (trap.version == 0)		RETURN	elseif (INIT == 0)		let target := GetContainer		if (target == 0)			RETURN		endif		let INIT := target.GetItemCount tejonRaceBosmerToken		if (INIT > 1)			let INIT := -1			RETURN		endif		if (target.GetIsReference player)			let isPlayer := 1		endif		let version := trap.version	endif	if (target.GetDead) || (target.GetRace != WoodElf)		let INIT := -1		RETURN	elseif (target.GetDisabled) || (target.GetUnconscious) || (target.IsActorsAIOff)		RETURN	endif	if (version < 0.5)		if (target.GetIsReference player)			let isPlayer := 1		endif		if (target.HasSpell Beast)			target.RemoveSpellNS Beast		endif		let version := 0.5	endif	if eval !(target.HasSpell tejonRaceBosmerBeast)		target.AddSpellNS tejonRaceBosmerBeast	endif		if eval !(target.GetIsReference player)		if target.HasSpell tejonRaceBosmerShadows			target.RemoveSpellNS tejonRaceBosmerShadows		endif		if eval !(target.HasSpell tejonRaceBosmerShadowsNPC)			target.AddSpellNS tejonRaceBosmerShadowsNPC		endif		let shadows := 0		let shadowsOK := 0		let timer := 0		let timer2 := 0		let delay := 0	else		if (target.HasSpell tejonRaceBosmerShadowsNPC)			target.RemoveSpellNS tejonRaceBosmerShadowsNPC		endif		if (timer > 0)			let shadowsOK := 0			let timer -= GetSecondsPassed		else			let shadowsOK := 1			let value := target.GetPos X			if (value != locX)				let locX := value				let shadowsOK := 0			endif			let value := target.GetPos Y			if (value != locY)				let locY := value				let shadowsOK := 0			endif			let value := target.GetPos Z			if (value != locZ)				let locZ := value				let shadowsOK := 0			endif			if (target.IsActorDetected) || (target.IsSwimming) || (target.IsSneaking == 0) || (target.IsPCLevelOffset)				let shadowsOK := 0			endif		endif		if (shadows)			if (shadowsOK == 0)				let shadows := 0				target.RemoveSpellNS tejonRaceBosmerShadows			endif			if (target.GetAV Invisibility == 0)				if target.HasSpell tejonRaceBosmerShadows					target.RemoveSpellNS tejonRaceBosmerShadows				endif				let shadows := 0				let timer := 9			endif		elseif (shadowsOK)			if (delay)				let timer2 -= GetSecondsPassed			else				let delay := 1				let timer2 := 3			endif			if (target.GetAV Invisibility == 0 && timer2 <=0)				target.AddSpellNS tejonRaceBosmerShadows				let shadows := 1				let delay := 0			endif		endif	endif		if (target.IsPCLevelOffset)		let value := 50	else		let value := (Call GetBestBaseAttribute target)	endif	if (magWild != value)		let magWild := value		if eval !(ar_HasKey trap.box "BosmerWild")			let trap.box["BosmerWild"] := ar_Construct Map		endif		if (target.HasSpell Wild)			if (isPlayer)				if (GetPlayerSpell == Wild)					let isActive := 1				else					let isActive := 0				endif			endif			let recharge := 0			ForEach each <- target.GetUsedPowers				if eval (each["Value"]["Power"] == Wild)					let recharge := each["Value"]["Timer"]					Break				endif			Loop			target.RemoveSpellNS Wild		endif		if eval (ar_HasKey trap.box["BosmerWild"] magWild)			let Wild := trap.box["BosmerWild"][magWild]		else			let Wild := tejonRaceBosmerWild			let Wild := CloneForm Wild			SetNthEIMagnitude magWild Wild 0			SetNthEIMagnitude magWild Wild 1			SetNthEIMagnitude magWild Wild 2			SetNthEIMagnitude magWild Wild 3			let trap.box["BosmerWild"][magWild] := Wild		endif		target.AddSpellNS Wild		if (isActive) && (isPlayer)			SelectPlayerSpell Wild			let isActive := 0		endif		if (recharge)			target.SetCanCastPower Wild 0			target.SetPowerTimer Wild recharge			let recharge := 0		endif	endifend;;This script may contain preprocessor directives parsed by the CSE Script Editor. Refrain from modifying it in the vanilla editor.;

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Stefanny Cardona
 
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Post » Wed Mar 30, 2011 11:48 am

Hi tejon :wave:

I suspect the Birthsigns Expanded v3.2 download at Nexus is corrupted.

Wrye Bash gives me this:

Loading: 00022A63..tejonBSSerpentStarCurse..SPEL.OBME..32..
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4903, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14946, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 18978, in initData
fullNames.readFromMod(srcInfo)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12480, in readFromMod
modFile.load(True)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4113, in loadData
record = recClass(header,ins,True)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1785, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1415, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1582, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1645, in load
self.loadData(ins,inPos+self.size)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1794, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1449, in loadData
raise
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1439, in loadData
raise ModError(ins.inName,_('Unexpected subrecord: ')+readId)
bosh.ModError: Birthsigns Expanded.esp: Unexpected subrecord: SPEL.OBME


And TES4edit shows errors as well.

But, now that I'm here, I'll take this opportunity to thank you profusely for nGCD & Progress which have been gold in my game for years. :goodjob:
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Carlos Vazquez
 
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Post » Wed Mar 30, 2011 2:02 am

XD i had that exact problem, you have to open it up in TES construction and just hit the save button thats it.
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Alyce Argabright
 
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Post » Wed Mar 30, 2011 3:10 am

Thanx for the tip, tricky :)

As someone who is strictly a mod user, I have never used the construction set, but that sounds fairly simple.
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Blaine
 
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Post » Tue Mar 29, 2011 10:01 pm

Yeah, that's a problem that only a few people have (even with the same Bash version) and it's because the uploaded version was saved with OBME active. It's got OBME's extra data on the spells, which Bash is supposed to recognize but apparently sometimes doesn't. No OBME features were actually used, so all of those extra data fields are empty and don't need to be there; loading it in the vanilla CS and immediately re-saving will strip them off and fix everything. The same may be necessary for the current TRAP release.

I've mentioned this to JRoush, and the next version of OBME will not save its records if they are empty. However, this is also a bug in Bash -- the latest version is supposed to be OBME-aware. You should probably mention this over there so they can figure out what's going wrong. The newest version of TES4Edit should also recognize those fields, though it doesn't yet know how to edit them.
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Dawn Farrell
 
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Post » Wed Mar 30, 2011 11:04 am

Thanx for the response, tejon.

By "vanilla CS" do you mean the v1.0. I didn't have any luck with v1.2.404, but wasn't sure if it was just me not really knowing what the hell I was doing.

Also, the problem could just be with the fact that I am still using Wrye Bash 287. What with 288 & 289 being buggy and 291 supposed to be out soon, I've been postponing my update.
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Sudah mati ini Keparat
 
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Post » Wed Mar 30, 2011 8:28 am

By "vanilla CS" do you mean the v1.0.

No, you really shouldn't use that version under any circumstances.

Give me a moment, I'll fix this the other way...

Edit:
http://www.tesnexus.com/downloads/file.php?id=12149
http://www.tesnexus.com/downloads/file.php?id=26216
OBME records stripped.
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Soraya Davy
 
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Post » Tue Mar 29, 2011 10:01 pm

Is there anyway to make TRAP work with COBL Races? More specifically,a way to keep the hairs and eyes.
Unless it does already, and whichever loads last is what bonuses are used.
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Jerry Cox
 
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Post » Wed Mar 30, 2011 12:32 pm

Is there anyway to make TRAP work with COBL Races? More specifically,a way to keep the hairs and eyes.

Wrye Bash should take care of this. TRAP is pre-tagged for that purpose, though admittedly the tags were provided for me by someone else -- I've yet to actually learn Bash myself. :spotted owl:
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Mimi BC
 
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Post » Wed Mar 30, 2011 9:50 am


Give me a moment, I'll fix this the other way...



Thanx mucho, tejon. Really appreciate this, as well as everything else you have given myself and the community.
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Robert Jr
 
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Post » Wed Mar 30, 2011 6:03 am

nm fixed.
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chloe hampson
 
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Post » Wed Mar 30, 2011 9:01 am

It's been a while since I've played Oblivion. Your mods have always been well made and have some unique design in them. I'm interested in seeing what Maglite has become.
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Jah Allen
 
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Post » Wed Mar 30, 2011 1:31 am

http://www.tesnexus.com/downloads/file.php?id=26216
  • Bosmer Play of Shadows re-designed to have a delay before activation instead of a cooldown. The timer is 3 seconds outdoors and 6 seconds indoors.
  • My understanding of the racial disposition settings was exactly backwards. This has been corrected, but dispositions might still be wrong on an existing save for NPCs you've already met. (It's only a matter of 5 points at most, not a huge issue. To be honest I'm tempted to increase those numbers... but that's for later!)

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Budgie
 
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Post » Wed Mar 30, 2011 8:04 am

At first I have to thank for all your wonderful modifications. I use all of them.

I just have a small question concerning the *.ini files:

For some mods you explicitly say that it can be read from /data, /tejón or /ini. Is this true for all your mods?

That's just because it would be nice to have "all" the configuration file in one place.

Thanks again for your hard work!
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Soku Nyorah
 
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Post » Wed Mar 30, 2011 11:27 am

Most of my mods look for their .ini file in the _tejon\ folder, and no other location. This is a personal standard which goes way back -- so far back that the only other mod which used an .ini file was Streamline (which was still in private beta). If you look at the location of Streamline's .ini file, you'll see that at the time I was trying to create a more convenient standard for myself. ;)

Nowadays there's a big push to standardize on an ini\ folder. I'm not personally fond of this for a few different reasons, but I've been updating my mods to search that location as well, plus the main data directory just to be thorough. This update occurs when I get to it, which basically means whenever the mod in question is getting updated for other reasons. So far I think it's just Fizzle and nGCD, but if/when I release updates to my other configurable mods, they'll get the same treatment.
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J.P loves
 
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Post » Wed Mar 30, 2011 2:49 am

I've played arround with TRAP and BE a little and I really like the changes.

There is one thing I noticed when playing with the steed birthsign:
In some places (e.g. in the cave right to the prison sewer exit) I have trouble getting under water, even when facing straight down.
Could you make the water walking of the steed a toggle spell?
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Krista Belle Davis
 
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Post » Tue Mar 29, 2011 10:19 pm

Does TFE (or nGCD perhaps?) continually assert a max fatigue value based on its settings? The reason I ask is that I took the "vigor" advantage in http://www.tesnexus.com/downloads/file.php?id=35300 (which is supposed to give a bonus to fatigue equal to starting endurance) but no bonus is given. I want my extra 27 fatigue, dammit! :P
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Tania Bunic
 
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Post » Wed Mar 30, 2011 5:47 am

I want to merge Fizzle in with some other magic tweak mods but I don't want the staff skill increases from this mod I want to use http://www.tesnexus.com/downloads/file.php?id=34468 for that.

The problem is that the ini is not clear on what setting to use to fully turn that off:
; fFizzleExp - Non-zero value grants skill advancement despite fizzle.;   Positive value multiplies on the "on hit" experience amount.;   Negative value multiplies the "on cast" amount, which is 0 unless modded.set tejonFizzle.fFizzleExp         to -1.0
So what do I set it to?

Then also I know you said that this could be used with Audacious Magery, but does using both actually increase the spell failure chance? Are there settings you would recommend turning off or on to make them more compatible?

thanks
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CSar L
 
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