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

Post » Wed Mar 30, 2011 7:59 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.

Hey, that's my mod! :P

I don't think Fizzle gives you skill when you cast spells via staff; it only gives you a bonus to your chance to cast if you're wielding a staff.
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lisa nuttall
 
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Post » Wed Mar 30, 2011 12:46 pm

Yeah I was looking over the readme/ini and it seems to. That is what experience seems to mean.

I also was looking at Staff Overhaul to use with http://www.tesnexus.com/downloads/file.php?id=24915 and they both seem to cover enchanting staves. So this is gonna be tricky.
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jessica breen
 
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Post » Wed Mar 30, 2011 2:56 am

Tek's got it right. Wielding any staff reduces failure chance; wielding a staff containing a spell of the same school as the one you're casting gives a larger benefit.

The experience bit is only for when you fail to cast a spell; do you learn from failure? The default of -1 means that you learn exactly as much from a fizzle as you would from casting a spell which doesn't hit a target -- which is zero in vanilla, but for instance the Progress defaults set it to a nonzero amount.

I know pretty much nothing about Audacious, so I can't give any solid advice on configuring the two for use together.
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josie treuberg
 
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Post » Wed Mar 30, 2011 2:58 am

i have been noticing some odd behavior from TRAP related to orc npcs, figure i would report it. Sometimes orcs are randomly immune to all types of spell dmg and poisons. also sometimes their racial reflect dmg returns huge amounts of dmg (to the point where i die from two or three swings). in both cases the npcs are at full health.

figure i will post my load order in case there is some conflict i am missing:
Spoiler

Oblivion.esm
Jog_X_Mod.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
TamrielTravellers.esm
Armamentarium.esm
Artifacts.esm
HorseCombatMaster.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Enhanced Economy.esp
Streamline 3.1.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
Enhanced Hotkeys.esp
Weapon Expansion Pack for Oblivion Nthusiasts.esp
Oscuro's_Oblivion_Overhaul.esp
ArmamentariumLLVendors.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod for OOO - NoReaversInGates.esp
Mart's Monster Mod - No Carrion Rats.esp
Mart's Monster Mod - No Undead Rise.esp
Mart's Monster Mod - No Wyvern.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp
TamrielTravellers.esp
Travellers4MMMHostileFactions.esp
TamrielTravellersItemsnpc.esp
ShiveringIsleTravellers.esp
ShiveringIsleTravellersFriendlyFactions4MMM.esp
ArmamentariumLL4OOO.esp
ArmamentariumLLMagicOOO.esp
OOO-WaterFish.esp
Artifacts.esp
Artifacts - ArmaCompleteAddon.esp
BrotherhoodRenewed.esp
Kragenir's Death Quest.esp
KDQ - Rural Line Additions.esp
thievery.esp
VaultsofCyrodiil.esp
Lynges_Thieves_Highway-10256.esp
Knights.esp
Mart's Monster Mod for OOO - Knights .esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
KragenirsDeathQuest-LostCoast patch.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
KragenirsDeathQuest-CloudtopMountains patch.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV_withoutWheat.esp
KragenirsDeathQuest-RollingHills patch.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
OOO-Snowdale Patch.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Birthsigns Expanded.esp
Birthsign Zero.esp
HUD Status Bars.esp
Class Advantages.esp
P1DkeyChain.esp
Short Grass V3.esp
Quest Award Leveling SI.esp
Quest Award Leveller.esp
Quest Award Leveller - Knights of the Nine.esp
ConduitMagic.esp
Enchantment Enhanced.esp
EnchantmentRestore.esp
EnchantmentRestore_Wells.esp
SM Combat Hide.esp
attack and hide medium v2.1.esp
RenGuardOverhaul.esp
Enhanced Grabbing.esp
I just hit you.esp
Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
Phitt's Phighting Phixes.esp
Governing Attributes.esp
SP1stPLegs.esp
Cava Obscura - Cyrodiil.esp
Cava Obscura - SI.esp
Mart's Monster Mod - Resized Races.esp
bgMagicEV.esp
bgMagicItemSigil.esp
bgMagicEVStartspells.esp
bgMagicBonus.esp
bgMagicEVAddEnVar.esp
TRAP.esp
Enhanced Economy - Soulgems.esp
DeadlyReflex 6 - Combat Moves.esp
Cannt touch me!.esp


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Add Me
 
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Post » Wed Mar 30, 2011 12:20 pm

Do me a favor next time you see this behavior -- make a save right by those orcs, then activate http://www.tesnexus.com/downloads/file.php?id=21862 and check what magic effects they have. If there are multiple copies of the Berserk effect, that would be the culprit; this is something I anticipated and went to some lengths to avoid, so I don't think it's likely, but it's best to be sure! There are even stricter safeguards available, if need be.

If you only see one Berserk effect, you should write down all the effects RefScope lists, and whether it has a script attached. Also go to the console, target it, and get the results of the following:

GetAV ReflectDamage
GetAV ResistMagic
GetAV ResistPoison

Note that poison resistance shouldn't be part of this, so I'm not sure why you're seeing immunity there. But if we're troubleshooting, may as well be thorough.
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anna ley
 
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Post » Wed Mar 30, 2011 5:32 am

Do me a favor next time you see this behavior -- make a save right by those orcs, then activate http://www.tesnexus.com/downloads/file.php?id=21862 and check what magic effects they have. If there are multiple copies of the Berserk effect, that would be the culprit; this is something I anticipated and went to some lengths to avoid, so I don't think it's likely, but it's best to be sure! There are even stricter safeguards available, if need be.

If you only see one Berserk effect, you should write down all the effects RefScope lists, and whether it has a script attached. Also go to the console, target it, and get the results of the following:

GetAV ReflectDamage
GetAV ResistMagic
GetAV ResistPoison

Note that poison resistance shouldn't be part of this, so I'm not sure why you're seeing immunity there. But if we're troubleshooting, may as well be thorough.


np i'll do this next time i get some freetime (i need to download and learn how to use Refscope). sadly, that won't be till middle of next week as it is finals week and i barely have time to sleep
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Katie Pollard
 
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Post » Tue Mar 29, 2011 10:42 pm

i have done a little testing on one orc barbarian i found.

i am not sure what to write down from refScope. but i noticed he had Berserk listed three times. here are the logs :
Spoiler

Spell FF009937
Name: Berserk
type: Ability
Defined in player Savegame
(Is a cloned form)
Name: Berserk

Spell FF02028F
type: Ability
Defined in player Savegame
(Is a cloned form)

Spell FF00AA2AC
Name: Berserk
type: Ability
Defined in player Savegame
(Is a cloned form)

i also did the console commands and they are triple what they should be according the the readme: 30% Reflect Damage, 60% Resist Magic. so it would seem that the TRAP racial bonus is being applied three times

as for the high poison resistance i have encountered, i am guessing it was just a lucky combo of a poison resistant birthsign and class perk from Class Advantages

i saved right before starting the fight so if you want me to copy down more of the RefScope log i can. just let me know what bits you need.
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Bloomer
 
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Post » Tue Mar 29, 2011 11:38 pm

Getting multiple copies of Berserk is obviously the problem. The question now is why it's happening, and the next important thing to verify is whether other races are affected in less obvious ways. If you could look at some members of other races and see if any of them have multiple copies of one of the following, it'd be handy:

Argonian - Sap Tongue (power)
Breton - nothing
Dark elf - Ancestor Guardian (power), Meet Trouble With Anticipation (ability)
High elf - Deep Magicka (power), Deep Magicka (ability)
Imperial - Pride of the Dragon (power), Star of the West (power)
Khajiit - Sugar (power)
Nord - Nordic Frost (power)
Redguard - Adrenaline (power), Rush (power)
Wood elf - Wild Aspect (power)

Have the orcs you've seen this problem with all been generic ones, without specific names? Same question if you see any duplicated abilities/powers on other races. I've been assuming this is the case, but best to double-check.
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Jason White
 
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Post » Wed Mar 30, 2011 7:50 am

I may have found a bug in Fizzle. In the quest "Zero Visibility" you are given a scroll which, when used, will make the Aleswell residents once again visible. With fizzle active, if I use this scroll, it is subjected to the fizzle calculations - in other words, it's possible to fail. As a level 1 character, my chance of success approaches 1%. This shouldn't happen - since it's a scroll, it shouldn't fizzle. And if it does, it breaks the quest since you only get one scroll.

Otherwise, the mod is great. I had to turn down the overall difficulty for my tastes (I had less than 50% chance to cast some of the spells my character started with). For me, the ideal is to have a tiny chance of failing to cast spells below my mastery level, a small chance (<20%) for those at my mastery level, and a large chance (>50%) for spells at higher levels (assuming no fatigue loss, wielding a staff, no armor, etc.). Fizzle's defaults seem to be set quite a bit tougher than this, at least given the mods I have installed (LAME).
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Angel Torres
 
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Post » Tue Mar 29, 2011 9:47 pm

...and a feature request, for Fatigue Effects. For the "collapse when fatigue reaches zero" option, there's currently only two settings - on and off. Either you collapse immediately, or you never do (unless you take external fatigue damage). It would be useful if there were a percentage chance for this. The one thing Realistic Fatigue does better than your mod is to include this. In RF, it's quite complicated; the terrain and other factors are taken into account. In the spirit of FE's clean, simple character, all this isn't necessary. But something like a % chance per second that you collapse would be useful.

Similarly, RF has an option where if you run out of fatigue, you can no longer run. This seems relatively simple (I would guess), and would be a nice feature to add.

Together, these would make running out of fatigue a very dangerous thing - but not as immediately fatal and/or annoying as 100% collapse chance is.

Thanks for the excellent work on all your mods. They're compulsory installs for me.
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Neil
 
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Post » Wed Mar 30, 2011 2:16 am

So Tejon...hows Ars Gratia Artaeum coming?
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Eoh
 
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Post » Wed Mar 30, 2011 12:27 pm

Just adding another report of the Orc reflect/resist NPC issue mentioned above. For me it only seems to occur with random NPCs, though I haven't fought enough nonrandom ones to be sure.

I can use refscope and post the relevant data if it occurs again.
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Avril Louise
 
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Post » Wed Mar 30, 2011 11:09 am

I am new to all this and any help will be higly and truely appreciated!!!

I have installed progress (the latest version - 2.2). In Oblivion/data i have tejon folder with ALL the ini files. When I load any save I do not get the progress initialization msg. I am therefore not sure if the mod is working correctly or not. Perhaps I need to delete some of the many progress ini files from the tejon folder??

If I instead instal ABOs progress omod, when i load a save game I do get the msg. But this is not the lates progress (it does not have all the esps such as Armorer.esp or Racial.esp etc.).

What or where I am doing wrong?

Thanks in advance for any help...and btw some of u guys are simply fantastic. Hours on hours of your time just to allow me (us) great fun....
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candice keenan
 
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Post » Wed Mar 30, 2011 6:10 am

The Progress initialization message is currently broken, but it's easy to test because if Progress.ini doesn't load correctly, all of your skill increase values are set to zero. So if you've got Progress in your load order, and your skills go up at all, it's working. :)
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Kathryn Medows
 
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Post » Tue Mar 29, 2011 8:59 pm

The Progress initialization message is currently broken, but it's easy to test because if Progress.ini doesn't load correctly, all of your skill increase values are set to zero. So if you've got Progress in your load order, and your skills go up at all, it's working. :)


Thank you very much for your prompt reply. My skill stats seem to be working fine (although I thought it may be because of vanila oblivion and/or realistic levelling). Do I need to cxl any of the inis in your folder or can I leave them all? I would like to change a couple ofsettings in progress and in progressSBSP. where should I make them? (in the progress ini without the word "default" and in the progressSBSP ini without the word "kaldskryke"?

Thank you very much for your time
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Victoria Vasileva
 
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Post » Wed Mar 30, 2011 8:05 am

Realistic Leveling doesn't affect skills at all, and Progress overrides vanilla. It's working!

And yes, you want to edit the plain Progress.ini and ProgressSBSP.ini. For any of my mods, .ini files with words in parentheses are just alternate defaults, and won't be loaded unless you rename them. Safe to leave, safe to delete, whatever. :)
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BEl J
 
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Post » Wed Mar 30, 2011 5:37 am

Hi,
I am looking for some help. I tested ngcd and progress together on a new save with GOTY and all 9 DLCs. Leveling was working really well and I enjoy the mods.
After loading in fcom with a few mods something is conflicting. Before fcom the leveling bars moved similarily to vinila oblivion. Now, the attributes and stats have been increasing in jumps. It appears I am only leveling up by reading tomes and by training sessions. I have been playing for about 40 hours thinking it was only a case of not being able to veiw my progress. It appears something else is a problem since I am stuck on level three at 95% and have been for 10 hours of play. I am listing my load order in hopes someone has had a similar problem. Any help would be appreciated.
--------------------------------------------------------------------------------
Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Kvatch Rebuilt.esm09  Progress.esm  [Version 2.2]0A  Unofficial Oblivion Patch.esp  [Version 3.3.3]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Fra.esp0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  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]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  Fran Armor Add-on.esp14  Fran_Lv30Item_Maltz.esp15  Natural_Weather_HDR_by_Max_Tael.esp16  Natural_Habitat_by_Max_Tael.esp17  Natural_Water_by_Max_Tael.esp++  Item interchange - Extraction.esp  [Version 0.76]18  Living Economy.esp19  Living Economy - Items.esp1A  Cutthroat Merchants.esp1B  DLCHorseArmor.esp1C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]1D  DLCOrrery.esp1E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]1F  DLCVileLair.esp20  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]26  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]27  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]28  Cobl Glue.esp  [Version 1.72]29  Cobl Si.esp  [Version 1.63]2A  Bob's Armory Oblivion.esp2B  FCOM_BobsArmory.esp  [Version 0.9.9]2C  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2D  Oblivion WarCry EV.esp  [Version 1.08a]2E  FCOM_WarCry.esp  [Version 0.9.9MB3]2F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]30  OMOBS Optional Combat Settings.esp  [Version 1.0]31  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]32  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]33  FCOM_RealSwords.esp  [Version 0.9.9]34  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]35  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]36  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]39  TamrielTravellers4OOO.esp  [Version 1.39c]3A  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]3B  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]3C  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp3D  Kvatch Rebuilt - Leveled Guards - FCOM.esp3E  StopDarkBrotherhood.esp3F  DLCBattlehornCastle.esp40  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]41  DLCFrostcrag.esp42  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]43  Knights.esp44  Knights - Unofficial Patch.esp  [Version 1.1]45  The Lost Spires.esp46  Blood&Mud.esp47  The Mystery of the Dulan cult.esp48  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]49  FCOM_DulanCult.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]4A  Natural_Vegetation_by_Max_Tael.esp4B  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]4C  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]4D  Salmo the Baker, Cobl.esp  [Version 3.08]4E  Quest Award Leveller.esp  [Version 2.1.0]++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]4F  MidasSpells.esp50  Midas OscuroGems.esp++  Midas Betterholy.esp++  Midas Reduced Costs 3 Quarters.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas PowDur4x.esp++  Midas Eldrich Power 6x.esp++  Midas Tigernolevel NoOBSE.esp++  Midas BeastFortify Fix NONOBSE.esp51  nGCD.esp52  nGCD Oghma Infinium.esp53  ProgressGSD.esp  [Version 2.0]54  ProgressMBSP.esp  [Version 2.0]55  ProgressSBSP.esp  [Version 1.0]56  ProgressRBSP.esp  [Version 1.0]57  ProgressRacial.esp58  ProgressArmorer.esp  [Version 1.0]59  ProgressMercantile.esp  [Version 1.11]++  Item interchange - Placement for FCOM.esp  [Version 0.76]5A  Cobl Silent Equip Misc.esp  [Version 01]5B  Bashed Patch, 0.esp

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Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Tue Mar 29, 2011 9:22 pm

1. Are your skills increasing at all?

2. Why are there non-OBSE versions of a couple of mods in there? You need OBSE for nGCD, so I assume you have it...
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Jaylene Brower
 
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Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue Mar 29, 2011 11:31 pm

Hi tejon,
The following reply attempts to answer your questions and provide further info., which may or may not help:
2. Why are there non-OBSE versions of a couple of mods in there? You need OBSE for nGCD, so I assume you have it...
Yes, I have OBSE 19b. Running Fastexit2, Elys-universal uncapper, Elys-universal silent voice v93, OSR, and Pluggy v125b.
I installed the latest Midas Magic v0995. In a forum thread I read to also use Modular Midas to adjust the stats for playing with OOO. I was given a choice between OBSE and non-OBSE versions of the esps. I chose the 'non-OBSE' esp versions of Midas Magic. In the Modular Midas readme the only caution given was that the attack of the tiger may not work since the esps were not tested. The following quote is from the Modular Midas readme:
"Tiger Nolevel: Are you using a leveling mod? Or started at level 20 with CDM's Character Generation overhaul? or just want to go back to the days where you can make your tiger a killing machine restricted only by the ammount of boar meat you could find? this ones for you. This one also includes a small fix that makes it so the tigers attack power ACTUALLY GOES UP instead of just upping the attackbonus, which does nothing for non weapon-weilding creatures. Only the OBSE version has been tested. (Non OBSE version increases hand to hand skill when your tiger gains attack power, which in theory works. Some confirmation on this would be appreciated.
Beast Fortify Fix: This fix replaces the Fortify strength effect on the Beast Fortify spell (Fortify Strength, like AttackBonus, does nothing for creatures that don't use weapons) with something that actually increases damage (NonOBSE version its HandToHand Skill). Untested."
Given the choice, I thought I would try out the non-OBSE versions, thinking there would be no difference (in theory).(?)

1. Are your skills increasing at all?
Since the Fcom install my skills only jump 1 level at a time upon training or reading tomes, the skill numbers increase by 1 yet the bars do not move (always at far left at 0%) while casting/welding/shooting etc., the related attributes (Willpower, Intelligence, etc.) increase accordingly, the 'progress to next level bar' also jumps in turn.


Some extra info., may help may not:
i) I tested using command console 'player.setAV #. For example setting "Illusion" skill to 100 increased my "Personality" accordingly. Yet trying to set "Personality" attribute to 100 effected no change, "Personality" remained the same(?).
ii) By following a readme I adjusted the 'default progress ini.' to account for Elys-universal uncapper assuming it would not have an adverse effect on nGCD.
iii) MMM leveling was not installed, default OOO and default Fran were as per the Fcom guides.
iv) In the command console, 'ngcd initiated' appears consistently after loading, fast travelling, etc.
v) Checked "~show ngcdplayer.levelprogress," which does show a number corresponding to the 'progress bar.'
vi) After selling low-value items such as potions etc., if I bring up the command console (~), I recieve a line:
"Error in script 59000ed4
Operation failed to evaluate to a valid result
File: ProgressMercantile.esp Offset: 0x04F6 Command Let"
I am trying to google search the topic to find what the problem is, so far no results have been found which match the error code.(?)
vii) I am using the latest Boss to sort the order
viii) DarnifiedUI is installed, selected options.
Do you know any more ways I could test to find out what is occurring with the leveling system?
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Amy Smith
 
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Joined: Mon Feb 05, 2007 10:04 pm

Post » Wed Mar 30, 2011 3:12 am

Sounds like Progress is not initializing properly. Try reverting to a default Progress.ini.

For Elys Uncapper, you don't need to change anything in Progress.ini. You do need to make changes in nGCD.ini, which depend on whether you're running v2 or an older version.
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Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Wed Mar 30, 2011 7:53 am

How exactly does one go about to fix the Magicka regen problem? I attempted fixed the .ini by placing a 1 value and -1 value but it did not fix it :/

Edit: Found the fix to the issue, was a OBSE problem. Loaded in wrong location. Tends to be important.
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Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Wed Mar 30, 2011 4:43 am

Hi tejon,
I feel somewhat embarrassed. The Progress ini.(s) were in the 'data' folder and not the '_tejon' folder. I moved the Progress ini(s), started a new game. Leveling seems to be working now. I only played for 5 minutes (still in the dungeon cell). Have not tested the Mercantile function, but believe the problem was occurring by having the ini in the wrong directory.
For Elys Uncapper, you don't need to change anything in Progress.ini. You do need to make changes in nGCD.ini, which depend on whether you're running v2 or an older version.

The changes I made to the nGCD and Progress ini(s) are below.
I am using Progress ini version 2.2.
I adjusted as per the progress ini readme:
set Progress.iTrainingSkills to 9999
I adjusted ProgressGSD ini as per the ProgressGSD ini readme:
set ProgressGSD.iRangeCeiling to 4200
set ProgressGSD.iSkillMax to 200
I am using nGCD ini version 2.
I adjusted as per the nGCD ini readme:
set nGCD.bSimpleUncap to 1
So my questions are regarding the changes I made to the Progress ini(s) and nGCD ini:
Does setting 'nGCD.bSimpleUncap to 1' make the changes I made to the Progress ini(s) redundant?
Or are the adjustments still suited towards using nGCD and Progress with Elys Uncapper?

Aside: Upon starting the new game the "Speed" attribute read '-173(-184)' until I started running my character around after which it read '11.' Should I be concerned? Or was something still loading?
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helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Wed Mar 30, 2011 9:52 am

Realistic Leveling doesn't affect skills at all, and Progress overrides vanilla. It's working!

And yes, you want to edit the plain Progress.ini and ProgressSBSP.ini. For any of my mods, .ini files with words in parentheses are just alternate defaults, and won't be loaded unless you rename them. Safe to leave, safe to delete, whatever. :)



Tks Tejon. I confirm all seems to be working fine. Your assistance has been really appreciated and of great help.

Keep up the work
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Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Tue Mar 29, 2011 9:47 pm

Does setting 'nGCD.bSimpleUncap to 1' make the changes I made to the Progress ini(s) redundant?

With nGCD v2, you no longer need to change iTrainingSkills to 9999, so Progress.ini can be left completely default. You do still need to make the ProgressGSD changes.

Otherwise, those changes are fine, except one thing: due to a bug in the current uncapped calculations, you should open nGCDCalc.ini and double the value of fLevelFactor. The current recommended base value is 0.75, so uncapped this should be 1.5.

Aside: Upon starting the new game the "Speed" attribute read '-173(-184)' until I started running my character around after which it read '11.' Should I be concerned? Or was something still loading?

This is very strange. In addition to the question of how you've got such a large penalty at game start (it's not nGCd or Progress), attributes shouldn't even be able to show a negative value unless you've got an OBSE mod in place which allows it, and I'm pretty sure Elys Uncapper doesn't, though I could be wrong. Just to be sure, you're not also using JRoush's AVUncapper, are you?

Regardless, 11 is a believable starting score if you haven't picked a class yet. Sounds like nGCD is working correctly, and as long as the number isn't showing in red it should be OK.
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*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Wed Mar 30, 2011 1:18 am

I've got two inquires about a pair of your mods:

For the Progress Racial Advancement plugin, it seems its script is an object script that is not attached to anything. Does it actually run in game? Shouldn't it be attached to a dummy quest?

And about the fatigue effects mod, it seems the script can check the player's vampirism either through GetVampire function or PCVampire global, but the .ini lacks the settings to do so. I was puzzled as to why I was still getting hungry as a vampire, and I found i had to add these two lines to the ini:
set tfeNeeds.bUsePCVampire to 1set tfeNeeds.bUseGetVampire to 1

Maybe the script should just act as if both were 1 always, instead of needing to be declared in the .ini?
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natalie mccormick
 
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Joined: Fri Aug 18, 2006 8:36 am

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