[Release\Open-Beta] Unarmored Skill for Everyone

Post » Sun Jul 25, 2010 10:55 am

ATTENTION:
This is a revision of GalerionTrueUnarmored by Galerion.
Unfortunately, I wasn't able to make contact with him and the ReadMe doesn't say anything about such cases.
Therefore, I don't have the permission to release this Plugin.
Although, I don't want to deprive the community of this Plugin. I put this warning at the top of the ReadMe, so everyone who doesn't want to use a revision released without written permission can forgo this Plugin.




Unarmored Skill for Everyone
Open-Beta
Version 3.0.4

http://img410.imageshack.us/img410/8834/unarmoredskillforeveryouo3.jpg



This Plugin is an enhancement/revision of GalerionTrueUnarmored 2.0.1:
It adds an "Unarmored skill" to the game.
This causes players to get a defense bonus even without wearing an armor so that magiacians who prefer using robes have a chance, too. The defense bonus depends on you current Unarmored Skill, but also from the armor you're wearing. Certainly, you only get a bonus for the unarmored parts of your body. ;)
Certainly, the unarmored defense bonus will never be the same as the best one you get from an armor. You can find a comparison chart under point 3. It's assumed that you get the maximum bonus possible (which means you wear no/the complete armor).
Compared to the original version, I changed the following things:
  • I used OBSE-commands for a better imitation of a "real" skill:
    • It's possible to use the unarmored skill as a major skill.
      You can either replace one of the default major skills, or use it as an additional major skill.
    • The Unarmored skill now has a governing attribute: agility
    • Skill improvement only if neither heavy, nor light armor has been improved (only when the body, not the armor, was hit)
    • Using a true exponential function
    • Percentual damage to the unarmored-bonus by means of equipped pieces of armor
    • The skill level used by the calculations is influence by luck and fatigue.

  • Including trainer for the Unarmored skill
    • Training the Unarmored skill used Training sessions, just like a normal skill does.
    • The first trainer lives in Anvil and leaves his home for 2 hours every day to take a walk.
    • After you reached the limit of the first trainer a dialog option will appear which summons the other trainiers.
    • All new dialogs are non-vocal. I suggest to use http://www.tesnexus.com/downloads/file.php?id=16622:

  • Displaying the skill level
    • X-Skills is used if it has been installed.
    • Otherwise a faction is used.

  • reducing the time to check wether the player has been hit
    The time between two updates can be chanded discretionary.
    Use the following console command:
    set LPUSfEGlfDelayTime to x

    x is the time between two Updates in seconds.
    Standard: 0.5 (GalerionTrueUnarmored: 1.0)
  • NPC get the unarmored skill, too (won't be trained)
    That's the main reason I made this Plugin, because I thought it was unfair that only the Player got an unarmored skill.:)
    Because this component causes CTDs for some players you can disable it using the following console command:
    set LPUSfEGlEnableNPC to 0



ATTENTION:
This PI REQUIRES OBSE v0018 (or higher)!



Installation
  • Install OBSE v0018 (or higher).
  • Copy/Move the 'Unarmored Skill for Everyone.esp' into your '...\Oblivion\Data'-folder and activate the *.esp in the OblivionLauncher.
  • As long as this plugin is active always start Oblivion with the 'obse_loader.exe'.


Update from GalerionTrueUnarmored 2.0.1
  • Follow the instructions at 2.a.1 (Installation)
  • Start Oblivion with both, GalerionTrueUnarmored & Unarmored Skill for Everyone activated
  • Wait for the MessageBox informing you about the successful update and the Game quitting itself
  • Deactivate GalerionTrueUnarmored, start Oblivion & load the automatically created SaveGame
  • From now on everything should work like after a normal Installation


Update from a previous version of Unarmored Skill for Everyone
Overwrite the old Version with the new one and start the Game.
Wait until the Game quits automatically and use the automatically created SaveGame to continue playing. Afterwards, everything should work without any problems.

Uninstallation
Usually, I'd just write RTFM here, but since the way of uninstalling differs very much from the normal delete all files, etc. I write it here, too.
This shouldn't keep you from reading the ReadMe, though. ;)

For a clean uninstallation, unfortunatly, it isn't enough to just deactivate the plugin. The reason is that otherwise the player and all NPCs who've met him will keep the defense-bonus.
Due to the mass of NPCs it isn't possible to fix this with a simple console command.
Therefore, I included a possibility which should faciliate a clean uninstallation:
Type the following command into your console (^) while this plugin is still active:
set LPUSfEGlUninstall to 1

After this the defense-bonus will be removed from all NPCs and the player. Additionally, the game will be saved (Uninstall Unarmored Skill for Everyone) and closed. Thereafter, you can deactivate & delete the *.esp without anything left into your savegame (Certainly you have to continue playing with the automatically created SaveGame ;) ).

Known Bugs & Issues

  • The Trainers aren't fully integrated into the world of Tamriel, yet.
  • Some Lights keep their flames when they are turned off.
  • If your only equipped armor doesn't use a recognized slot no message is displayed when you unequip that armor.
  • My english isn't the best. ;)


Known Incompatibilities
  • nGCD, OXP & other alternative levelling systems
    • Not fully incompatible, so they won't work together in any way. It's just the case that the Unarmored skill isn't integrated in the new levelling system.
    • To come a bit closer to the Oblivion XP (OXP) levelling system it is advisable to use the following console command:
      set LPUSfEGlSkillUseIncrement to 0

      It deactivates training through simple being-hit; training with trainers is still possible.


I plan to create some compatibility based (optional) adjustment to the plugins mentioned above (DarkUI'd DarN, nGCD & OXP). When they are created depends on how much time I have and how much time is required to create these adjustments.

Credits
  • Galerion for his "primal version" of this Plugin
  • The OBSE-Team for the creation of OBSE and for realising a lot of my requests. You all are just great. Keep up the good work. :)
  • Elys for creating Pluggy
  • The guys from the CS-Wiki, who provide to (almost) every Script command a detailed Description
  • haama because he explained to me how the thing with the Update works
  • DWS, because he put my nose on the solution for the Slowdown with DarkUI'd DarN.
    Who would think that a Return in the Gamemode-Block helps against Slowdons in Menumode?
  • Laulajatar, because he created the Icons and found another reason for the Slowdown with DarkUI'd DarN. Why causes a Variable as a float, but not as a long such problems when used with ModActorValue?
    And why was it a float at all? :P
  • Satsuma, because he created Fenas Erelie's hut and everything around it.
  • Puff for creating the invisible collision mesh I used for the Lights which are able to be turned on or off.
  • Everyone who spends time writing tutorials
  • Everyone who deserves it, but I forgot to mention. ;)



Last, the Downloadlink and that's it:
http://www.4shared.com/file/123573954/35c0402d/Unarmored_Skill_for_Everyone.html
(Only at 4Shared, because I expect more frequent Updates then a normal Plugin and therefore don't want it to be hosted somwhere else.)



As usual, proposals of marriage, death threats and everything inbetween post here. ;)



PS:
Since OBSE v0018 is still a Beta (this Plugin requires Beta 2 by the way) and some might be alienated by this fact I didn't delete the old Version (2.4.0) yet. Therefore, http://www.4shared.com/file/80035726/2c7bc210/Unarmored_Skill_for_Everyone.html is still valid.
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Tania Bunic
 
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Post » Sun Jul 25, 2010 2:19 pm

Thank you for this. I'm already using Galerion's mod, so I have 2 questions:

1. Will there be any messages displayed when the shield effect changes?
2. The skill improvement you write about, is that the Acrobatics skill or a new skill? If it's the Acrobatics skill can we teak the improvement rate of that skill? (I use a very slow levelling mod so I would want to have a very low skill improvement)
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Lady Shocka
 
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Post » Sun Jul 25, 2010 12:30 pm

Thank you for this. I'm already using Galerion's mod, so I have 2 questions:

1. Will there be any messages displayed when the shield effect changes?


When you equip the first piece of armour, unequip the last piece of armor, and/or cross the encumbrance-border in any way and have a Skill above 25 a Message will be displayed.
Any other changes won't cause a Message, just the difference between defense bonus is penalized and defense bonus is not penalized.

2. The skill improvement you write about, is that the Acrobatics skill or a new skill? If it's the Acrobatics skill can we teak the improvement rate of that skill? (I use a very slow levelling mod so I would want to have a very low skill improvement)


It acts like a new skill. It's not a "real" skill because it's currently impossible to create a new one, but it's as close to a real one it's possible (at least for me).
The SkillUseIncrement (the Progress you get for every hit while in combat) is the average of the one for light and heavy armor as standard value. This should be 1.375 with Vanilla-GameSettings.
However, you can change the value to whatever value you want. For more information read the ReadMe (somewhere at point 3).
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Kelsey Anna Farley
 
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Post » Sun Jul 25, 2010 1:15 pm

Thanks for explaining. :)
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Ymani Hood
 
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Post » Sun Jul 25, 2010 4:03 pm

Now this is something I have been waiting for. One question though, does it require version 10 or 100 of Pluggy? The thread says 10 but the readme says 100.
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Bellismydesi
 
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Post » Sun Jul 25, 2010 12:02 pm

I detected Pluggy somewhere around Version 50, so guess what. ;)

Thread also said v100, I just forgot a 0 in the installation-instruction (this error was in the ReadMe, too).
Should be fixed, now. :)
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Chrissie Pillinger
 
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Post » Sun Jul 25, 2010 5:22 pm

Thanks for sharing :)

OK, let's assume I used Elys uncapper at 200, do I have to set LPUSFEMaximumSkillLevel to 200 or does it change automatically?
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Louise Lowe
 
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Post » Sun Jul 25, 2010 6:32 am

Thanks for sharing :)

OK, let's assume I used Elys uncapper at 200, do I have to set LPUSFEMaximumSkillLevel to 200 or does it change automatically?


It changes automatically. :)
At least it should do so if either ModLevelSkillCap in the *.ini (Section [Options]) of the Uncapper can't be found or is not 0.
It works for me without problems.

You can use the following console command after the initialized-Message to check whether it's changed:
Show LPUSFEMaximumSkillLevel

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Emily Graham
 
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Post » Sun Jul 25, 2010 12:22 pm

Awesome work.

I would point out that on most keyboards (those with an English character set, which is the majority, I believe), the key for the console is the ` (or ~) key. Regardless, I beleive for all keyboards, it's the key to the left of the 1 key.
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Krista Belle Davis
 
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Post » Sun Jul 25, 2010 9:18 am

Thanks for sharing and the linky, will add this to the list ! ! ! ! !
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Francesca
 
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Post » Sun Jul 25, 2010 1:31 pm

Ok, a few days after posting the same thing on the German threads I think it's time to also post them here.
I should have done it before, but I was a bit too lazy to do so. ;)



Since there weren't any afflictions I assume everything works as expected. :)


Although, I will still keep this as a Beta. This post is just for getting some Feedback about a few things I plan to add/change in future versions:
  • StartSkill:
    • Increase the influence of negative skills to the same level as the positive ones (respectively remove the skill dependency completely)
    • Bonus for Major skills
    How should this look like?
    I came over two possibilities which both rely on real skills:
    StartSkill 5 for total Minor- and 25 for total Major-Skils.
    Mixtures between Major- & Minor-Skills somewhere inbetween.

    Additionally, a Bonus from 0-10 points depending on one of the followings:
      1.)Depending on Race & Class of the Player/Actor.
      Custum Races will create problem, but for these cases I could just use #2.
      2.)Depending on the current skills of the Player/Actor.
    Certainly, the Bonus of 5 points for a specialization in magic won't be removed.
  • Some corrective Actions for the ReadMe:
    • Add the key to open the console.
      Request of DragoonWraith; good idea, because there are many console commands in the ReadMe ;)
    • Add the Installation instruction for an OMOD-Ready archive
      Apparently, I forgot it. :banghead:
      Mainly, the post asking for the sense of the 'omod conversion data' folder annoy me very much.
      If I write something about it in the ReadMe I can just say RTFM.
    • Delete the thing about the 'Scripts' folder.
      That's a hangover of the time I used RunBatchScript instead of RunBatString. ;)

  • Add a German Version
    Nothing complicated, especially because OBSE v0016 will have a GetLanguage-function. :)
    The only question is: should I add a console command to "overrule" the GetLanguage-function?
  • Shall the Unarmored Skill already be added in the StartDungeon?
    At http://tes.newraven.net/, someone thought this Plugin doesn't work because of this.

    I don't thing this would be a big deal to add it already there. Currently, I don't do that because the player still can change his Race/Class/etc. without using console commands/Plugins.
    If I should change this behavior, how should I adjust the training inside the dungeon?
    • Always stay at the StartSkill-Level (won't add a defense-bonus for most players).
    • Save the complete progress achieved inside the dungeon and newly calculate StartSkill & advanced Skill Levels when leaving the tutorial dungeon.
    • Save the complete progress achieved inside the dungeon and newly calculate StartSkill & advanced Skill Levels at every change of the Race/Class/etc.

  • I requested Mod/SetPCMajorSkillUps & Mod/SetPCAttributeBonus in the OBSE-thread.
    Assuming they are added, how should the Unarmored Skill look like?
    • Which Attribute?
    • Assuming it's a Major-Skill, should it replace one of the real Skills, or just be added as an additional one?
      (There won't be any Major/Minor-Mixtures, only Major/not-Major)

  • Should I add a *.ini-file?
    This would look like the following:
    I'd place a Default.ini in the Data-folder which I'd copy to the 'My Games\Oblivion\Pluggy\User Files'-folder (that's the real *.ini where every change will be saved).
    The *.ini will be checked for changes at every game start (GetGameLoaded, because otherwise it could come to problems with loading a SaveGame several times in a row) and ingame-values will be changed according to them.
    Simultaneously, every Ingame-Changes will be saved in the *.ini --> they won't be lost after loading the SaveGame the next time.
    Some additional questions if your first answer was yes:
    • Should I create an own *.ini for every character (additional sub-folder)?
    • Should I leave out the Default.ini and just create the real *.ini at the first Game start?
      The default-options can't be changed (without the CS), so you'd have to change the at least once for every character/user.
    • Should I only create an *.ini in the Data-folder and forgo copying it?
      Both points mentioned above won't be possible this way. In addition Ingame-Changes can't be saved in the *.ini this way.
Enough input from my side, now it's your turn. ;)
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Hot
 
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Post » Sun Jul 25, 2010 4:08 pm

Me again.
I have serious problems figuring out a way how to use the Unarmored Skill as a Major Skill.
If I'll make this possible it will for sure replace one of the other Skills, but that's where the problems start:
  • Should I implement a Bonus for being a Major Skill?

    The problem here is that this way no NPC would get a Skill of 25 or beyond. At least if I use the same formula as I planed to use for calculating the start skill level for the player:
    5 + (0-10 Bonus depending on the other Skills) + (20 for being a Major Skill)

    If I should use a different formula for an NPC how could this look like?
  • Should I abstract the Bonus from the replaced Major Skill (current Skill level - 20)?
  • Skill increment for the replaced Skill:
    Because Oblivion still thinks it's a Major Skill it will increase faster than a normal Minor Skill.

    Since the difference in the SkillNext-Value is direct proportional to the factor used (fSkillUseMinor/MajorMult) I could fix this without any serious problems adjusting the SkullUseIncremt-Values.
    BUT, this could "produce" very serious incompabilities to other Plugins (e.g. Progress).
    Implement or leave out?
  • Change of the Race/Class can lead to problems, too.
    Should I recalculate the Skill level, or just keep the current one & only remake the Major-thing?

    The last one could create problems, because you can increase the Skill without training to a very high level (Major-Bonus). :(
    This can be prohibited by abstracting the Bonus every time, but the question is: Should I readd the Bonus to the former replaced Major Skill?

Opinions, please. ^_^
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Sara Johanna Scenariste
 
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Post » Sun Jul 25, 2010 4:38 pm

Opinions, please.


10/10 -that is my opinion! ;)
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Maria Garcia
 
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Post » Sun Jul 25, 2010 6:10 am

I'd request OBSE add the ability to get/set the names, descriptions, and perk text for skills, so you can actually change a skill into Unarmored. Then have your scripts keep track of the progress of whatever skill you replace.
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Cat Haines
 
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Post » Sun Jul 25, 2010 5:33 pm

Well, that would be ... dirty.
I don't want to replace a Vanilla-Skill totally, I want to add a new one.
The other skill shall work the same as without this Plugin, just with the little difference if a Major-Skill is replaced.
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Add Meeh
 
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Post » Sun Jul 25, 2010 8:34 am

Update according the new Version:
The Scripts are finished. Although, I can't release it, because OBSE-Beta 2 has some Bugs which prevent this Plugin to work correctly.
The Bugs didn't appear in Beta 1, but it had another Bug, so it didn't work, too.
And the new Version also doesn't work with v0015, because it doesn't include all needed functions. :(


Other Question:
I plan to include trainers for the Unarmored Skill. What do you which race they should have?
I favor Argonians at the moment, because they should have the strongest natural defense due to their scale armor.
Or should I use trainers of different races?

Sth. out of the same corner:
How could the Quest for the Master trainer look like?
The only thing which I came up with is sending the player without any armor to a forest, where he has to kill several opponent.
Whereas, an arena without armor would be nice, too. :mellow:



Anyway, whoever wants to look at the new Version (currently without trainers) in spite of working not correctly: http://www.4shared.com/file/71658267/edff2211/Unarmored_Skill_for_Everyone.html


PS:
Now also with German texts (except the ones printed to console), Language is determined by the size of the Oblivion.esm, but can be changed via console command.
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jadie kell
 
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Post » Sun Jul 25, 2010 12:07 pm

I had to make a bit of a "hack" to Galerion's original script to disable the skill gains while being hit so that it was compatible with Oblivion XP (I just raise the acrobatics skill manually then)

Is it possible to make this an option for this enhanced version? Would be awesome, as I've fallen in love with Oblivion XP levelling.
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Jonathan Egan
 
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Post » Sun Jul 25, 2010 7:12 pm

2nd that. But then I think you have to pass on a classification information for Unarmored to be either class, major or minor skill (or a combination of them) to tell OXP Leveling how much it costs to achieve one skill increment, 2, 3 or 4 points.
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Kevin S
 
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Post » Sun Jul 25, 2010 12:45 pm

2nd that. But then I think you have to pass on a classification information for Unarmored to be either class, major or minor skill (or a combination of them) to tell OXP Leveling how much it costs to achieve one skill increment, 2, 3 or 4 points.



Or just have it use the acrobatics skill.
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Brad Johnson
 
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Post » Sun Jul 25, 2010 5:11 pm

You can use the console command
set LPUSFESkillUseIncrement to 0
to disable Training completely.
This also works for the old Version.


Extra compability for OblivionXP: I don't know what I have to do, because I don't have the slightest idea how this works exactly.
Maybe I'll have a look after I've done all I want to do for now (which is mainly implement training). Until then you can disable training with the console command mentioned above and do the skill increase manually via console when you think it's time for a level up again.
set LPUSFEPlayerSkill to X

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Love iz not
 
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Post » Sun Jul 25, 2010 3:21 pm

Great news about a possible future interface between OXP leveling and Unarmored: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=907249&view=findpost&p=13273394
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Sophie Miller
 
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Post » Sun Jul 25, 2010 3:02 pm

Update with the following Changelog:
2.1.1:
  • Fixed some Minor Bugs

2.1.0:
  • Trainer for the Unarmored skill
  • Changing the calculation of the PlayerStartSkill

2.0.0:
  • Increasing the required OBSE-Version to v0016
  • Implement a German Version
    (Is determinded by the file size of the Oblivion.esm)
    Changing possible with this console command:
    set LPUSFEQuest.Language to 0/1 ;English/German

  • Additional approaches to a real skill:
    • Affection the attibute bonus for Agility on LevelUp
    • Possibility to use the Unarmored skill as a major skill, either replacing a normal major skill, or as an additional major skill. Affecting the LevelUp count.
    • Changing the calculation of the PlayerStartSkill
      • Increased similarity to vanilla-skills
      • retained calculation for NPCs
        • otherwise, skill would be too low

  • Improved the method for checking equipped pieces of armor


Readjusted the Start post according to the changes.



I didn't do anything about compatibility issues, yet.
OXP-user can still set the Global LPUSFESkillUseIncrement to 0 to prevent confusion. I don't know if the way I implemented the Trainers is compatible with OXP, but I doubt it. Therefore, I advice not to use them, unless you want to test if they work (if you do so, please report if it works contrary to expectations).
In a matter of fact, increasing the skill is only possible via console command in one's sole discretion.
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Britney Lopez
 
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Post » Sun Jul 25, 2010 3:46 pm

Sounds great! I downloaded this, but the readme says to copy over the Scripts folder. I don't see a scripts folder in the archive! Just the esp, readme, and omod data.
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Victoria Bartel
 
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Post » Sun Jul 25, 2010 8:37 am

Awesome work. So... is this out of BETA?
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Clea Jamerson
 
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Post » Sun Jul 25, 2010 9:48 am

Sounds great! I downloaded this, but the readme says to copy over the Scripts folder. I don't see a scripts folder in the archive! Just the esp, readme, and omod data.


Was an error in the old ReadMe. Came back out of the time where I used RunBatchScript instead of RunBatString/RunScriptLine. I just forgot to also correct it in the thread, too.
The *.esp is enough. :)

Awesome work. So... is this out of BETA?


Thanks. :)
No, still Beta. There are some new things in and they're not all completely finished.
Maybe when they're done, we'll see.
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Rachie Stout
 
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