[Release\Open-Beta] Unarmored Skill for Everyone

Post » Thu Dec 08, 2011 5:52 pm

I have the following issue with verson 2.3.1 of this mod:

I have been playing Heart of the Dead, with this mod loaded last. Twice now, I have encountered NPCs named 'Dark Hunter'. While this mod was enabled, I had CTDs whenever a Dark Hunter died. The CTDs disappeared whenever this mod was turned off. I have reported this to Middark, the maker of Heart of the Dead (in case the problem is with his mod).

I am downloading version 2.4 as I type this. I will test this version, and report back if still get CTDs.
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Dawn Porter
 
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Post » Thu Dec 08, 2011 5:11 pm

@Thorbin: Have you try typing "set lpusfeglenablenpc to 0" in the console?

Repost: I got an issue. After I installed Rane Balancing Project, and started a new game. I typed "set lpusfeglenablenpc to 0" in the console to avoid conflict with FCOM, but it crashes after I close the console. It happens after I download RBP so I suspect that its the cause. I haven't try the new version yet, but I'm going to check if it still crash. Otherwise has anyone experience this problem before?
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Colton Idonthavealastna
 
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Post » Thu Dec 08, 2011 1:13 pm

I got an issue. After I installed Rane Balancing Project, and started a new game. I typed "set lpusfeglenablenpc to 0" in the console to avoid conflict with FCOM, but it crashes after I close the console. It happens after I download RBP so I suspect that its the cause. I haven't try the new version yet, but I'm going to check if it still crash. Otherwise has anyone experience this problem before?


This would mean the removing of the Ability is the problem.
Have you tried to use the uninstall command (set lpusfegluninstall to 1) & disable the NPC component afterwards?



@Thorbin:
Yup, try to disable the NPC-component.
Unfortunately there's nothing more I can do about this. :(
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Jamie Lee
 
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Post » Thu Dec 08, 2011 6:10 pm

I am having an issue with version 2.4.0. LastHealth only gets updated when ( Player.GetActorValue Health ) is reduced, the consequence is that one can only progress in the skill (outside of training) when one's health drops to a new level. I added "set LastHealth to ( Player.GetActorValue Health )" (without the quotes) just below the debugging block, like so:

;------------------------------------------------------------------------; Debugging;------------------------------------------------------------------------;Debugging (only if LPUSfEShowDebug is 5, because it uses the full Console)	if ( LPUSfEGlShowDebug == 5 )		SetDebugMode 1		set Slot to ( LPUSfEGlPlayerMajor == 0 )		sv_Set "%{Major%}%{Minor%} Skill.", LPUSfEGlPlayerMajor, Slot, String		if ( ReplacedSkill != -2 )			sv_Set "%z Replaces %v", String, ReplacedSkill, String		endif		DebugPrint "%r%rUnarmored Skill and Defense calculated.%rCurrent Skill level: %.0f%rModified Skill Level: %.0f%rCurrent Unarmored Defense: %.0f / %.0f%rProgress to next skill level: %.2f / %.2f%r%z%rSkillUseIncrement: %.3f%rEncumbranceLimit: %.2f%rTotalDamagePercent: %.2f%r%r%r%r%r", LPUSfEGlPlayerSkill, ModifiedSkill, Defense, DefenseMax, Progress, SkillNext, String, LPUSfEGlSkillUseIncrement, EncumbranceLimit, TotalDamagePercent	endif	set LastHealth to ( Player.GetActorValue Health )EndBegin Menumode


This seems to fix the problem.

I am also having a minor incompatability issue with training (I do not seem to get more training sessions on level up), but that's just seems to be due to a mod conflict which I haven't isolated yet (Using FCOM, COBL, Supreme Magicka, nGCD) though a simple hack would just be for me to change the speech conditions. In all honesty I haven't even tried training other skills yet, so I have no idea how the mods affect it.

I had a language issue where some of the mod would seem to be in English, but the added spells were in German, as well as the added door names to the trainers. Haven't isolated this issue yet, and the spell name issue seemed to fix itself. (Sorry, another edit: the spell names are correct, however when one mouses over one of the spells the spell effect added by the mod is in German).
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Milad Hajipour
 
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Post » Thu Dec 08, 2011 3:28 pm

I am having an issue with version 2.4.0. LastHealth only gets updated when ( Player.GetActorValue Health ) is reduced, the consequence is that one can only progress in the skill (outside of training) when one's health drops to a new level. I added "set LastHealth to ( Player.GetActorValue Health )" (without the quotes) just below the debugging block, like so:

<snip>


This seems to fix the problem.


:facepalm:
Sorry, my fault.
Next version (whenever it will be) will fix this.

I am also having a minor incompatability issue with training (I do not seem to get more training sessions on level up), but that's just seems to be due to a mod conflict which I haven't isolated yet (Using FCOM, COBL, Supreme Magicka, nGCD) though a simple hack would just be for me to change the speech conditions. In all honesty I haven't even tried training other skills yet, so I have no idea how the mods affect it.


I don't change the number for maximum allowed training sessions.
The only thing I do is increase the counter of increased skills for agility and of major skills if chosen.

I had a language issue where some of the mod would seem to be in English, but the added spells were in German, as well as the added door names to the trainers. Haven't isolated this issue yet, and the spell name issue seemed to fix itself.


Maybe they need a reload/cell-change after changing the name. :shrug:
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Bee Baby
 
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Post » Thu Dec 08, 2011 2:37 am

:facepalm:
Sorry, my fault.
Next version (whenever it will be) will fix this.



I don't change the number for maximum allowed training sessions.
The only thing I do is increase the counter of increased skills for agility and of major skills if chosen.



Maybe they need a reload/cell-change after changing the name. :shrug:


Still having the language issue. For the skills count thing I just increased the corresponding global to 9999 to match the other mods I'm using.

Main reason for this post is to let you know that I've gotten unarmored almost completely integrated with nGCD. However the only way I could get it working was to merge the esp files (I tried converting this to a master and setting it as a dependency by TES just would not save the modified nGCD scripts; same happened when I just loaded both). The only functionality missing from the merge is that nGCD does some calculations to check if the skill in question is a racial skill, which far as I can tell no races have this incorporated. I'm not happy with the skill distribution I have set up, but that's player customizable. I haven't tried contacting tejon about aanything yet. In an earlier post you mentioned having tried so; were you able to get a response? Let me know if you'd like me to send you a copy of the merged esp and the new ini files.
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Alba Casas
 
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Post » Thu Dec 08, 2011 2:31 pm

I haven't tried contacting tejon about aanything yet. In an earlier post you mentioned having tried so; were you able to get a response?


No reply so far.

Let me know if you'd like me to send you a copy of the merged esp and the new ini files.


Well, at least right now I don't like to have them. I have some RL-stuff which has priority and certainly wouldn't get enough time if I had some stuff to work on here. ;)
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Ashley Hill
 
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Post » Thu Dec 08, 2011 3:21 am

No reply so far.



Well, at least right now I don't like to have them. I have some RL-stuff which has priority and certainly wouldn't get enough time if I had some stuff to work on here. ;)


No problem. I hope everything works out on your end. Just send me a PM if you'd ever like to have them. Take care.

*update*
I found a resolution without merging the mods. Just made a new esm file with some new globals which other mods can reference. Added that as a master to yours and nGCD and just added references to those globals when appropriate. Sent tejon a PM asking him for permission to distribute the modified esp and ini files from their mod.
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Sasha Brown
 
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Post » Thu Dec 08, 2011 4:50 am

You could also include the Globals (or QuestVaribales, doesn't really matter ;)) in one *.esp and refer to them from the other using RunScriptLine without making one dependent on the other. :)
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SexyPimpAss
 
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Post » Thu Dec 08, 2011 6:27 am

You could also include the Globals (or QuestVaribales, doesn't really matter ;)) in one *.esp and refer to them from the other using RunScriptLine without making one dependent on the other. :)


I had no idea one could do that (I'm not a scripter really, so 99% of functions are unknown to me). I'll do a revision now that I know that's possible. Though I'm not sure of whether or not it'd be that worth while. Looking at the nGCD scripts I'm pretty sure one has to edit those scripts, however with that I could edit it in a way that I do not need the esm as a master and can make a conditional to check for the presence of the appropriate variable and just switch to a different ini file if it is not found. Thank you.
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Ben sutton
 
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Post » Thu Dec 08, 2011 6:58 am

Sorry to keep bugging you. Thanks for educating me about RunScriptLine. Using it I got the two working together without making the esm mandatory. I still do the compability by using an esm with some globals so that the mods do not have to depend on each other (so one could choose another unarmored mod or another character development mod, either just have to refer/update the globals in the esm). If the esm isn't present nGCD will use a secondary ini file with appropriately set values. nGCD does some modifications based on whether the skill gets a racial bonus. I may start work on a small mod using the esm to add racial bonus (nGCD and other char mod compatability, with how you calculate the starting skill value there is indirectly some bonus for certain races) to the skill.

Thanks again for the suggestion and the mod.
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Tessa Mullins
 
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Post » Thu Dec 08, 2011 4:32 am

Sorry for threat necromancy (well, 3 months isn't that bad I hope), but this mod could be updated with http://www.gamesas.com/bgsforums/index.php?showtopic=1001261, so it will look even more like a 'real' skill! And that's what you wanted to do right? Adding a unarmored skill that comes as close to a real Oblivion skill as possible.

The threat I liked was started just about 2 weeks ago, so contacting the author too ask for permission to use it in your mod probably won't be a big problem.

Good luck and I hope like it! :)
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Mimi BC
 
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Post » Thu Dec 08, 2011 4:05 pm

Sorry for threat necromancy (well, 3 months isn't that bad I hope), but this mod could be updated with http://www.gamesas.com/bgsforums/index.php?showtopic=1001261, so it will look even more like a 'real' skill! And that's what you wanted to do right? Adding a unarmored skill that comes as close to a real Oblivion skill as possible.

The threat I liked was started just about 2 weeks ago, so contacting the author too ask for permission to use it in your mod probably won't be a big problem.

Good luck and I hope like it! :)


As you can see I the thread I already saw and immediatly liked it. :P

Implementing is already done, but there are some other things which I'd like to do before Releasing a new Version.


Anyway, thanks for reminding me about this. :)
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Oyuki Manson Lavey
 
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Post » Thu Dec 08, 2011 10:20 am

As you can see I the thread I already saw and immediatly liked it. :P

Implementing is already done, but there are some other things which I'd like to do before Releasing a new Version.


Anyway, thanks for reminding me about this. :)


Ah, I see now! You even replied in that thread :facepalm:

Well, nice to hear you already worked on it, I hope you release that new version soon. But take your time ofc. :)
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Andrew
 
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Post » Thu Dec 08, 2011 10:49 am

When I installed this mod there was an error with my encumbrance. I was penalized for being over half my max encumbrance at 105, even though my max encumbrance was 335.
After playing around with this a little I went back to Unarmored Acrobatics. I like unarmored being tied in with another skill, rather than trying to implement it as a new one, although I do like that this mod lets NPCs take advantage of unarmored too. I'll check back on this mod later on in its development and try it out again: good luck!
Edit: X-Skills looks cool, can't wait to try this with it implemented.
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Svenja Hedrich
 
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Post » Thu Dec 08, 2011 5:24 pm

Time for a little Status-Report from my side:

Since OBSE v0018 is almost there and I get used to the v0017-stuff I think I can make puplic what I did so far:

  • Abh?ngigkeit zu Pluggy entfernt
  • Removed dependency on Pluggy.
  • Fixed a Bug in Magic Effect-Scripts.
  • Fixed a Bug in Rename-Scripts.
  • Optionally implemented X-Skills.
  • Added support for "Unarmored Base.esm" (can be used to create compatibility with levelling mods (e.g. nGCD)).
  • Additionally, I currently work on implementing the Quest for the master trainer.
    Kudos to every modder who has enough patience to create longer Quest. CS is Horror on that part.

I didn't plan to do more stuff for the new version which means: Release shouldn't be that far away.

As little goody http://www.myvideo.de/watch/6745266/Oblivion_Unarmored_Skill_for_Everyone_Teaser (plays in the cave for the master trainer quest).
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Taylah Illies
 
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Post » Thu Dec 08, 2011 7:01 pm

Just a quick question: Will you be able to select unarmored skill as a skill when you create a custom class?
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Natalie Taylor
 
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Post » Thu Dec 08, 2011 9:54 am

Not in class-menu itself, but afterwards (in an own Messagebox).


You can either replace one of the other Major-Skills, add it as an additional Major-Skill, or just leave it as-is as an Minor-Skill.
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Quick draw II
 
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Post » Thu Dec 08, 2011 3:43 pm

Not in class-menu itself, but afterwards (in an own Messagebox).


You can either replace one of the other Major-Skills, add it as an additional Major-Skill, or just leave it as-is as an Minor-Skill.


Ok, thank you. Then I'll give my new character Light Armor as skill and replace it later :)
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luke trodden
 
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Post » Thu Dec 08, 2011 10:20 am

http://www.4shared.com/file/123573954/35c0402d/Unarmored_Skill_for_Everyone.html

Changelog:
  • Increasing the required OBSE-Version to v0018
  • Removed dependency on Pluggy.
  • Fixed a Bug in Magic Effect-Scripts.
  • Fixed a Bug in Rename-Scripts.
  • Improved Formula for Calculation the NPC-Skill-Level.
  • Implemented the Quest for the Master Trainer.
  • Implemented ModPCMiscStat to show Skill Increases, Training Sessions and Read Skill Books (yes, I also implemented one) for the Unarmored Skill on the Players Statistics Page.
  • Optionally implemented Custom Spell Icons.
  • Optionally implemented X-Skills.
  • Added support for "Unarmored Base.esm".
  • Added support for "GlobalSettingsInterface.esm".

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Oyuki Manson Lavey
 
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Post » Thu Dec 08, 2011 9:33 am

nice! thanks for the update :)
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gandalf
 
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Post » Thu Dec 08, 2011 2:14 pm

Copied from the OBSE-Thread:

Many thanks to beta testers for helping us move toward a stable release.

A couple of requests to help expedite testing:
-Players, please clean your savegames. This involves disabling any mods which make use of OBSE 0018, saving your game, re-enabling your mods, and continuing from your cleaned save. Recommended for all beta testers, but particularly those who have seen errors along the lines of:
Operator [ failed to evaluate to a valid result

-Modders please mention the above in your relz threads.

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Cameron Garrod
 
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Post » Thu Dec 08, 2011 5:53 pm

Is this skill governed by endurance? It sounds interesting...
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Jesus Lopez
 
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Post » Thu Dec 08, 2011 11:32 am

I've a question... Are there any leveling mods out there that play nicely with added skills straight from the box? Or are there any leveling mods already compatible with this skill?
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Ella Loapaga
 
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Post » Thu Dec 08, 2011 4:56 am

Is this skill governed by endurance? It sounds interesting...


Agility.
Same as in Morrowind.

I've a question... Are there any leveling mods out there that play nicely with added skills straight from the box? Or are there any leveling mods already compatible with this skill?


Vanilla-System. ;)

Don't no of any plugins already compatible to this.
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Spencey!
 
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