TheNiceOne's nice-to-have mods

Post » Wed Mar 09, 2011 10:43 am

...and a bump for even more updates :)

http://www.gamesas.com/bgsforums/index.php?showtopic=1042960updated to version 3.1 - Nov 29 2009

http://www.gamesas.com/bgsforums/index.php?showtopic=995334 updated to version 1.1 - Nov 29 2009

http://www.gamesas.com/bgsforums/index.php?showtopic=1058568 updated to version 3.3.1 - Nov 30 2009
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Ownie Zuliana
 
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Post » Wed Mar 09, 2011 5:45 am

This week's mod updates:

http://www.gamesas.com/bgsforums/index.php?showtopic=1058568 updated to version 3.3.2 - Dec 05 2009

http://www.gamesas.com/bgsforums/index.php?showtopic=1042960updated to version 3.1.1 - Dec 06 2009
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Stephani Silva
 
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Post » Wed Mar 09, 2011 9:21 am

My final (I hope) update this year.

http://www.gamesas.com/bgsforums/index.php?showtopic=1042960updated to version 3.2 - Dec 30 2009

...also many thanks to all who voted for Enhanced Economy as mod of the month on TESNexus. It leads by 7 votes with only a couple of days left, so it looks like it is going to win. Thanks :)
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Trevor Bostwick
 
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Post » Wed Mar 09, 2011 12:09 am

My first update report for 2010:

http://www.gamesas.com/bgsforums/index.php?showtopic=1058568 updated to version 3.3.3 - Dec 30 2009

http://www.gamesas.com/bgsforums/index.php?showtopic=1042960updated to version 3.3 - Jan 03 2010
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Genevieve
 
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Post » Tue Mar 08, 2011 10:29 pm

Just a bump to mention that http://www.gamesas.com/bgsforums/index.php?showtopic=1042960& is now at version 3.3.1 for those that missed the update, and to say that Enhanced Economy now has a http://www.gamesas.com/bgsforums/index.php?showtopic=1077019. :)
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Lil'.KiiDD
 
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Post » Tue Mar 08, 2011 11:38 pm

You're awesome. I hope you never go away.

gothemasticator
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Izzy Coleman
 
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Post » Wed Mar 09, 2011 7:16 am

Map maker overhaul!!!!

Hey, an update to one of the very few mods I use (that I do not make myself).

Downloading now!

Thanks!
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Kat Ives
 
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Post » Wed Mar 09, 2011 12:01 am

Quick EE opinion: currently I'm using the option that gives magic items a chance to dust, and I strongly approve of this option - except when I come across a boss with handplaced, unique magic items. I don't mind missing out on random magic loot, but so far in my FCOM game I've missed out on two or three pieces of unique loot, and one memorable time I was reloading again and again and again over the corpse of the shivering zombie master as I sought to obtain all five pieces of his unique, amazingly animated gear. Could you amend your mod to make it so that handplaced stuff doesn't dust??
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Dean Ashcroft
 
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Post » Tue Mar 08, 2011 10:12 pm

gothemasticator and spookyfx.com: Thanks :foodndrink:


I have answered EddyP in Enhanced Economy's http://www.gamesas.com/bgsforums/index.php?showtopic=1077019.
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i grind hard
 
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Post » Tue Mar 08, 2011 9:09 pm

New updates. http://www.gamesas.com/bgsforums/index.php?showtopic=1077019 and http://www.gamesas.com/bgsforums/index.php?showtopic=1042960.

Enjoy :foodndrink:
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Noely Ulloa
 
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Post » Wed Mar 09, 2011 12:29 am

I've a question about Automatic Timescale... how does it affect fast-travel?
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Chris Johnston
 
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Post » Wed Mar 09, 2011 3:31 am

Automatic Timescale: If you have set the timescale through the console at point, will this mod still work?
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Jason Rice
 
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Post » Wed Mar 09, 2011 9:55 am

I've a question about Automatic Timescale... how does it affect fast-travel?

Automatic Timescale doesn't check for fast travel at all. I must admit that I don't know if the time spent for fast travel is affected by the time scale.


Automatic Timescale: If you have set the timescale through the console at point, will this mod still work?
Yes :) And if you uninstall Automatic Timescale, the timescale will revert back to what you set in the console.

On a geneal note, here is my understanding on who's winning, with the winner at the bottom.

1. Any setting set in esp/esm files - per load order
2. Any setting set in your savegame (settings set in the console gets saved here)
3. Any settings set by scripts (but most of the settings set by scripts are lost when the game restarts)

One side effect of this, is that if you adjust the timescale from the console you get it stored in the savegame and can never get rid of it from the savegame again. Thus, esp/esm files that adjusts the timescale will never work until you start a new game. This means that the new Wrye Bash timescale setting will only work for players who have never adjusted the timescale from the console.
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Wayne Cole
 
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Post » Tue Mar 08, 2011 10:19 pm

That is good to know!

So doing that breaks all dynamic timescale mods, or are those all scripted?

For esp versions one can, however, readjust timescale via console again. I've always preferred the console but I did not know that.
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Jordan Moreno
 
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Post » Wed Mar 09, 2011 5:41 am

That is good to know!

So doing that breaks all dynamic timescale mods, or are those all scripted?
They are all scripted, so the the answer I gave for Automatic Timescale will be true for the others as well.

For esp versions one can, however, readjust timescale via console again. I've always preferred the console but I did not know that.
I agree. Setting the timescale in the console is easier than installing a mod for it, so I used that too (before I created the Automatic Timescale mod).
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Tammie Flint
 
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Post » Wed Mar 09, 2011 10:41 am

Sorry, wrong thread.
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Micah Judaeah
 
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Post » Wed Mar 09, 2011 12:17 am

Automatic Timescale doesn't check for fast travel at all. I must admit that I don't know if the time spent for fast travel is affected by the time scale.


Yes :) And if you uninstall Automatic Timescale, the timescale will revert back to what you set in the console.

On a geneal note, here is my understanding on who's winning, with the winner at the bottom.

1. Any setting set in esp/esm files - per load order
2. Any setting set in your savegame (settings set in the console gets saved here)
3. Any settings set by scripts (but most of the settings set by scripts are lost when the game restarts)

One side effect of this, is that if you adjust the timescale from the console you get it stored in the savegame and can never get rid of it from the savegame again. Thus, esp/esm files that adjusts the timescale will never work until you start a new game. This means that the new Wrye Bash timescale setting will only work for players who have never adjusted the timescale from the console.

Beautiful reply. I will probably your mod a try once I return home.


Thank you!
- Tomlong75210
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Lakyn Ellery
 
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Post » Wed Mar 09, 2011 3:07 am

I just downloaded the Map Marker Overhaul and I gotta say: You rock!!!!

(I would have posted this in the MMO thread, but it's closed).

OMOD install worked perfectly, map looks great.

What a great idea and what a great implementation of that idea. I have a very, very immersive map now. I've turned of all quest markers (using Darnified UI) and I've turned off the player marker, etc., using you program. Now my map is, well, a map and not a magical locator. I'm off a final exam but I'll try to find time to play with it some more later.

Thanks for making this!

Dani :)
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Andrew
 
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Post » Wed Mar 09, 2011 6:12 am

I just downloaded the Map Marker Overhaul and I gotta say: You rock!!!!

(I would have posted this in the MMO thread, but it's closed).

OMOD install worked perfectly, map looks great.

What a great idea and what a great implementation of that idea. I have a very, very immersive map now. I've turned of all quest markers (using Darnified UI) and I've turned off the player marker, etc., using you program. Now my map is, well, a map and not a magical locator. I'm off a final exam but I'll try to find time to play with it some more later.
Thanks, I really appreciate your comments :) The latest MMO thread is not closed, it is found http://www.gamesas.com/index.php?/topic/1085073-relz-map-marker-overhaul/, btw.
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Life long Observer
 
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Post » Wed Mar 09, 2011 4:49 am

Just a bump in this thread for version http://www.gamesas.com/index.php?/topic/1090674-relz-enhanced-economy/page__pid__15931043__st__80&#entry15931043 :)
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Helen Quill
 
Posts: 3334
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Post » Wed Mar 09, 2011 2:37 am

Latest updates:

http://www.gamesas.com/index.php?/topic/1090674-relz-enhanced-economy/ updated to version 4.0.5 - May 14 2010

http://www.gamesas.com/index.php?/topic/881496-relz-real-sleep-extended/ updated to version 2.4 - May 18 2010
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Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Wed Mar 09, 2011 11:35 am

Latest updates:

http://www.gamesas.com/index.php?/topic/1090674-relz-enhanced-economy/ updated to version 4.0.6 - May 19 2010

http://www.gamesas.com/index.php?/topic/1093893-relz-display-stats/ updated to version 1.1 - May 25 2010
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Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Wed Mar 09, 2011 2:01 am

Just wanted to pop in here and say thanks for all these great mods. I've never played with Tears of the Fiend, so I don't have need of the delayer, but I use every other mod on this list. The Item Stats mod is a great new addition and MMO is one of my all-time favorites. The OMOD installers really cut down on the tedium of getting the initial FCOM install up and running. Your work is very much appreciated.

Cheers!
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Rhiannon Jones
 
Posts: 3423
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Post » Wed Mar 09, 2011 2:35 am

Latest updates:

http://www.gamesas.com/index.php?/topic/1093893-relz-display-stats/ updated to version 1.1.1 - May 25 2010

http://www.gamesas.com/index.php?/topic/1037276-theniceones-nice-to-have-mods/page__p__15031113&#entry15031113 updated to version 1.1.1 - May 27 2010

http://www.gamesas.com/?showtopic=881496 updated to version 2.4.2 - May 27 2010

http://www.gamesas.com/index.php?/topic/1090674-relz-enhanced-economy/ updated to version 4.1 - May 28 2010

Enjoy :)


Just wanted to pop in here and say thanks for all these great mods. I've never played with Tears of the Fiend, so I don't have need of the delayer, but I use every other mod on this list. The Item Stats mod is a great new addition and MMO is one of my all-time favorites. The OMOD installers really cut down on the tedium of getting the initial FCOM install up and running. Your work is very much appreciated.
Thanks. I appreciate your comments (and the fact that you enjoy my mods) :)
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Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Wed Mar 09, 2011 12:16 am

Just a bump for last night's updates:

Latest updates:

http://www.gamesas.com/index.php?/topic/1093893-relz-display-stats/ updated to version 1.2 - June 04 2010
Adds support for more UI mod types, support for Duke Patricks Combat Archery mod, adds Damage rate, and fixes one bug.

http://www.gamesas.com/index.php?/topic/1090674-relz-enhanced-economy/ updated to version 4.1.1 - June 04 2010
Most importantly, fixed three bugs - two related to recognizing quest locations, and one related to soulgem repricing. Also added compatibility with Fashion Anvil.
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Sweets Sweets
 
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